Results 11 to 20 of about 81,364 (257)

Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers

open access: yesScientific Reports, 2023
Gamification has been applied in different fields over the last years, impacting the development of technologies, services, and products towards a more game-like world.
Ana Cláudia Guimarães Santos   +5 more
doaj   +1 more source

Gamification of e-learning in higher education: a systematic literature review

open access: yesSmart Learning Environments, 2023
In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities.
Amina Khaldi   +2 more
semanticscholar   +1 more source

Gamification elements in event marketing

open access: yesНеофилология, 2023
We consider the specifics of using gamification elements in event marketing from the standpoint of involving and retaining participants in special event. Gamification is defined as the use of game mechanics in non-game situations. Gamification techniques
V. A. Romashkin
doaj   +1 more source

Examination of Gamification within the Framework of Behavioral Psychology and Human Resources Practices

open access: yesİstanbul Gelişim Üniversitesi Sosyal Bilimler Dergisi, 2022
The aim of the research is to examine the views of human resources officials on the use of gamification and its effects on behavioral psychology. In the research, gamification and the interaction of gamification on behavioral psychology are discussed in ...
Pelin Vardarlıer, Burçin Kopuz
doaj   +1 more source

Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review

open access: yesEducation and Information Technologies : Official Journal of the IFIP technical committee on Education, 2023
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons.
Fazlida Dahalan   +2 more
semanticscholar   +1 more source

Gamification of Sustainable Consumption: a systematic literature review [PDF]

open access: yes, 2021
As awareness about the need to shift current individual consumption practices towards more sustainable ones grows, broader sets of methods are being sought to encourage sustainable lifestyles, gamification being one of the most notorious due to its ...
Guillen, Georgina   +6 more
core   +1 more source

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

Serious Games and Gamification in Healthcare: A Meta-Review

open access: yesInf., 2023
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion.
R. Damaševičius   +2 more
semanticscholar   +1 more source

The Gamification of SPICE [PDF]

open access: yes, 2012
Process Improvement has been used for decades as a means to become better and more efficient. Whilst many organizations have used considerable resources for process improvement, investments in process improvement have not always led to changes and improvements expected. One most important aspects of management is to motivate the work force.
Alec Dorling, Fergal McCaffery
openaire   +1 more source

Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

open access: yesHawaii International Conference on System Sciences, 2014
This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances.
Juho Hamari, Jonna Koivisto, Harri Sarsa
semanticscholar   +1 more source

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