Results 31 to 40 of about 140,188 (287)
Exploring the Application of RFID for Designing Augmented Virtual Reality Experience
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
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
The integration of gamification into educational settings has gained recognition for its potential to boost student motivation, engagement, interest, and learning outcomes.
Minzi Li, Siyu Ma, Yuyang Shi
semanticscholar +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
doaj +1 more source
Using Gamification to Motivate Students with Dyslexia [PDF]
The concept of gamification is receiving increasing attention, particularly for its potential to motivate students. However, to date the majority of studies in the context of education have predominantly focused on University students.
Benton, Laura +3 more
core +2 more sources
A study of gamification effectiveness [PDF]
Studies have shown that gamification increases motivation and user experience when it comes to a certain behavior or completing a process. Gamification is often deeply associated with naïve animations and stylized text.
Cvetkovic, Petar +2 more
core +1 more source
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
doaj +1 more source
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
core +2 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
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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