Results 31 to 40 of about 112,203 (231)
Gamification in higher education and stem : a systematic review of literature [PDF]
In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field.
Chiluiza, Katherine +2 more
core +1 more source
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
doaj +1 more source
The Paradox of Policing as Protection: A Harm Reduction Approach to Prostitution Using Safe Injection Sites as a Guide [PDF]
Hälsofrågan har blivit betydelsefull över världen. Med en plattform som exempelvis smartphone kan begreppet gamification förstärka möjligheterna till beteendeförändringar och läkarbehandlingar.
Walks, Emani
core +1 more source
‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran +3 more
wiley +1 more source
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
Gift-exchange Game Theory for Gamification on Digital Data Collection Systems
Gamification is widely used to increase user motivation by applying game elements to things that are not game-based. For example, in a data collection system. Gamification is used to increase the motivation of users to want to get involved.
Supriyanto Supriyanto, Jefree Fahana
doaj +1 more source
This study aims to address the issue of low completion and high dropout rates in online and distance learning through play and gamification. The general aim of this study is to provide a set of gamification design principles for researchers and ...
Murat Sümer, Cengiz Hakan Aydın
doaj +1 more source
From cyber-security deception to manipulation and gratification through gamification [PDF]
Over the last two decades the field of cyber-security has experienced numerous changes associated with the evolution of other fields, such as networking, mobile communications, and recently the Internet of Things (IoT) [3].
DM Buss +8 more
core +4 more sources
Abstract While gamified learning platforms show promise for engaging digital learners and promoting active learning, evidence of their effectiveness in predicting academic outcomes remains limited. This study examined how engagement patterns and incentives impact academic outcomes in a gamified environment to determine whether a formative question bank
Mohammad Aldalou +5 more
wiley +1 more source
The gamification of cybersecurity training [PDF]
Due to the rapidly and continued evolving nature of technology, there is a constant need to update police officers’ training in cyber security to ensure that the UK continues to be a secure place to live and do business.
Coull, Natalie +7 more
core +2 more sources

