Results 11 to 20 of about 114,668 (269)

Gamification

open access: yes, 2021
Diabetes is a chronic disease requiring a strict management. MyDiabetes is a mobile application for type I diabetes management that, as other mHealth applications, faces the challenge of user adherence and motivation. Here the authors describe the application's redesign and the implementation of different gamification techniques to tackle these ...
Diogo Machado   +2 more
  +5 more sources

Trends and Applications of Gamification in E-Commerce: A Systematic Literature Review

open access: yesJournal of Information Systems Engineering and Business Intelligence, 2023
Background: Gamification is a trend that has emerged with the growth of e-commerce. Given the wide range of human characteristics, determining which gamification elements perform well and what impact those gamification elements have can be challenging.
Muhamad Adhytia Wana Putra Rahmadhan   +3 more
doaj   +1 more source

A Vocational School Cutting-Edge Learning Strategy: Examining Gamification Towards Student Engagement and Achievement

open access: yesJurnal Kependidikan, 2022
The digital era facilitates vocational-based school learning by using innovative and digital methods. Learning media using gamification tends to be better and more relevant for students because it follows their age.
Nur Rohmah
doaj   +1 more source

Exploring the Application of RFID for Designing Augmented Virtual Reality Experience

open access: yesIEEE Access, 2022
Recent technical advancement has driven the boundary between the physical reality and digital virtuality to diminish significantly. As part of the emerging trend, existing research leverages a synergized use of Radio Frequency IDentification (RFID) and ...
Ruowei Xiao   +5 more
doaj   +1 more source

Gamification Patterns for Gamification Applications

open access: yesProcedia Computer Science, 2014
AbstractRecently, gamification has gained popularity in the development of enterprise information systems. Gamification is usually implemented using game elements combined with game mechanics that encourage competition between game players trying to reach some objectives or quantifiable outcome.
Ašeriškis, Darius   +1 more
openaire   +1 more source

The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility

open access: yesJournal of Medical Internet Research, 2020
BackgroundAlthough gamification continues to be a popular approach to increase engagement, motivation, and adherence to behavioral interventions, empirical studies have rarely focused on this topic.
Floryan, Mark   +3 more
doaj   +1 more source

Confirmatory Factor Analysis: User Behavior M-Commerce Gamification Service in Indonesia

open access: yesJOIV: International Journal on Informatics Visualization, 2022
Gamification of marketing is a fast-growing phenomenon and an innovation for mobile marketing. Gamification is a strategy for increasing the attractiveness of mobile consumers to encourage increased shopping behavior, loyalty, engagement, and product ...
Ani Rakhmanita   +3 more
doaj   +1 more source

Fictional Game Elements: Critical Perspectives on Gamification Design [PDF]

open access: yes, 2016
Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic ...
Cena, Federica   +4 more
core   +3 more sources

Gamification, Technology Proficiency, and Self-efficacy in Romania Preschool and Primary School Teachers [PDF]

open access: yesAnadiss, 2022
The aim of the present study was to analyze the associations between perceived usefulness of gamification, technology proficiency, teachers’ self-efficacy and gamification usage and to investigate the possible predictive role of perceived usefulness of ...
CRAMARIUC, Gabriel   +2 more
doaj  

A Social-Centred Gamification Approach to Improve Household Water Use Efficiency [PDF]

open access: yes, 2015
The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains.
Capiluppi, A, Wang, Z
core   +1 more source

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