Results 21 to 30 of about 67,213 (296)

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

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

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

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   +2 more sources

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

Perceptions of MBBS Phase II Students on Gamification

open access: yesJournal of Medical Sciences and Health, 2023
Introduction: Traditional didactic lectures make classes monotonous and lead to reduced student engagement and interaction. Gamification can be used to break the monotony. Use of game elements in a non-gaming context is gamification.
Archana Bhat, Smitha Bhat, J Manjunath
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   +2 more sources

Gamification in Nutrition Apps – Users’ Gamification Element Preferences: A Best-Worst-Scaling Approach [PDF]

open access: yes, 2021
An unhealthy diet has become a leading risk factor for many diseases. The use of gamification elements (GEs) in nutrition apps offers a promising approach to change the eating habit.
Michelle Berger   +5 more
core   +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

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

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