Results 21 to 30 of about 81,364 (257)

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

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

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

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

Lost in translation: A study of (mis)conceptions, (mis)communication and concerns when implementing gamification in corporate (re)training [PDF]

open access: yes, 2021
This exploratory study concerns companies in the manufacturing industry that consider implementing gamification in their online training to satisfy the accelerating demand for workforce upskilling.
Adam Palmquist   +2 more
core   +1 more source

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  

Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies

open access: yesApplied Sciences, 2022
This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta-
G. Lampropoulos   +3 more
semanticscholar   +1 more source

Tailored gamification in education: A literature review and future agenda

open access: yesEducation and Information Technologies : Official Journal of the IFIP technical committee on Education, 2022
Gamification has been widely used to design better educational systems aiming to increase students’ concentration, motivation, engagement, flow experience, and others positive experiences.
Wilk Oliveira   +6 more
semanticscholar   +1 more source

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