Results 21 to 30 of about 114,668 (269)
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study [PDF]
BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning ...
Brühlmann, F +13 more
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Gamification implementation for educational purposes: a scoping review (2013-2018)
This review paper examines a worldwide phenomenon, gamification, in the educational context. After the high popularity of video games, the integration of gamification in the learning context has become one of the practices that have a considerable ...
Elif Polat
doaj +1 more source
Understanding gamification experiences with the benefits dependency network lens
While many gamification studies have shown measurable positive benefits for learner emotions and outcomes, mixed results continue to be reported. In this study, we focus on understanding a less than fully successful gamification experience.
William K. McHenry, Erin E. Makarius
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Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats [PDF]
Connected thermostats (CTs) often save less energy than predicted because consumers may not know how to use them and may not be engaged in saving energy.
Mata, O +5 more
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Gamification techniques for raising cyber security awareness [PDF]
Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know
A Domínguez +14 more
core +3 more sources
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
Using motivation derived from computer gaming in the context of computer based instruction [PDF]
This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction,
Brayshaw, Mike, Gordon, Neil
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Gamification in EFL/ESL instruction: A systematic review of empirical research
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
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Designing Personalized Persuasive Game Elements for Older Adults in Health Apps
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
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Gamification Practices in Museums
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
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