Results 21 to 30 of about 16,086 (256)

A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges

open access: yesInformation, 2021
Research trends in gamification have shown a significant diversity in various areas of e-health, particularly in addressing the issues of rehabilitation and physical activity.
Nooralisa Mohd Tuah   +3 more
doaj   +1 more source

Gamification Practices in Museums

open access: yesJournal of Tourismology, 2021
Museums as cultural institutions serve a large number of audiences. To communicate effectively with their visitors and attract new audiences, museums have to develop new methods and tools.
Özgül Çetin, Fethiye Erbay
doaj   +1 more source

Posture clip: Sit properly or I won’t let you work

open access: yesWearable Technologies
Poor posture is a significant concern due to its detrimental effects on health and productivity. This article presents a collar-clipped device called PostureClip, designed to restrict users from sitting and working at a bent angle, by blacking out the ...
Arka Majhi, Aparajita Mondal
doaj   +1 more source

Gamification in EFL/ESL instruction: A systematic review of empirical research

open access: yesFrontiers in Psychology, 2023
IntroductionThis systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements.MethodsThe researchers carried ...
Songcun Zhang, Zuwati Hasim
doaj   +1 more source

Designing Personalized Persuasive Game Elements for Older Adults in Health Apps

open access: yesApplied Sciences, 2022
The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect.
Yongyan Guo, Tongyao Yuan, Siyu Yue
doaj   +1 more source

Usability of a gamified antibiotic resistance awareness mobile application: A qualitative evaluation

open access: yesIET Networks, EarlyView., 2022
The purpose of this study is to reveal the findings from the usability evaluation of an antibiotic resistance awareness app (SEDAR) app and present the necessary critical revisions made to improve the usability further. This study adopted guerrilla testing, observation, and retrospective probing methods to evaluate the usability of the SEDAR app ...
Ummul Hanan Mohamad   +2 more
wiley   +1 more source

Gamification Reloaded. [PDF]

open access: yesi-com, 2021
Gamification can help to increase motivation for various activities. As a fundamental concept in HCI, gamification has connections with various fields involving mixed reality, health care, or education. This article presents the expertise of 106 gamification specialists who participated in four workshops called “Gam-R — Gamification Reloaded.” The ...
openaire   +1 more source

Moving beyond neurophobia to cultivate the neuroquisitive learner

open access: yesAnatomical Sciences Education, EarlyView.
Abstract “Neurophobia,” a pervasive fear of the neurological sciences, poses a significant barrier in medical education, affecting learners and physicians worldwide. Its consequences are far‐reaching, contributing to a limited neurology workforce and diminished confidence among non‐specialists in managing neurological conditions.
Joanna R. Appel   +1 more
wiley   +1 more source

Adaptation and psychometric investigation of the Gameful Experience Questionnaire (GAMEFULQUEST) in Brazilian Portuguese

open access: yesScientific Reports
Over the years, the use of questionnaires has become one of the most used methods for analyzing individuals’ experiences. Especially in the area of gameful environments (e.g., games, gamification, and simulators), the Gameful Experience Questionnaire, a ...
Luiz Oliveira da Silva Junior   +2 more
doaj   +1 more source

Gamified learning meets physiology: Healthcare students' gameful experience with a virtual educational escape room

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Gamified teaching approaches are increasingly used in higher education, making it essential to examine the gameful experience resulting from interaction with educational game elements. This study aimed to evaluate undergraduate health science students' gamified learning experience using the Gamified Experience Measurement Scale in Education ...
David Martin‐Hidalgo   +3 more
wiley   +1 more source

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