Augmenting Expertise in Organizational Foresight: The Role of GenAI in Collaborative Settings
ABSTRACT This paper investigates the transformative potential of Generative Artificial Intelligence (GenAI) in organizational foresight by examining not only whether human−AI collaboration occurs, but how different collaboration designs shape foresight quality.
Lukas Zumbrunn
wiley +1 more source
Can gamification really enhance learning performance? The importance of balancing gamification design and content quality. [PDF]
Du Z, Li T, Xu M, Xiong C.
europepmc +1 more source
Formative assessment in statistics education: A scoping review
Abstract Higher education statistics courses are challenging to teach because of high levels of statistics anxiety and limited student interest. To potentially decrease anxiety and promote student engagement, formative assessment has often been proposed.
Boukje Lindijer +6 more
wiley +1 more source
Enhancing learning gains through gamification and collaborative learning strategies. [PDF]
Bazán-Perkins B +4 more
europepmc +1 more source
Abstract Since poorer countries are especially vulnerable to shocks and disruptions, examining practices within their higher education institutions is pertinent to identify those which effectively prepare graduates to address increasing challenges in their work and communities.
Diana J. Pritchard, Daniel Phillips
wiley +1 more source
Gamification-Based Interventions for Treatment Adherence and Self-Management in Pediatric Chronic Diseases: A Scoping Review with Implications for Thalassemia. [PDF]
Rhamelani P +4 more
europepmc +1 more source
Factors Predicting Pre‐Service Teachers' Intentions to Use Artificial Intelligence Software
ABSTRACT This research investigates the factors affecting pre‐service teachers' (PSTs) behavioural intentions (BI) to use artificial intelligence software in their future classes. The study examined factors affecting PSTs' behavioural intentions using an extended UTAUT framework comprising Performance Expectancy (PE), Effort Expectancy (EE), Social ...
Kubra Acikgul +2 more
wiley +1 more source
Design and Evaluation of a Gamification-Based Mobile Application for Reporting Adverse Drug Reactions by Patients and Healthcare Professionals: A Pilot Usability Study in Diabetes Care. [PDF]
Mahini K, Rahimi R, Vanaki Z.
europepmc +1 more source
Games have become a popular media. As a consequence, they have been studied extensively to see what it is about them that interests people. A phenomenon called gamification has risen, which tries to bring about the same kind of reactions games do. Gamification is about using game design elements in non-game contexts, for a specific purpose.
openaire +1 more source
ABSTRACT Live‐streaming has emerged as a significant channel for commercial value creation; however, research on live‐streaming in shopping, entertainment and tourism has largely developed in isolation, resulting in an insufficient understanding of the cross‐domain similarities and differences in value‐creation mechanisms.
Yanzhe Yuan +5 more
wiley +1 more source

