Results 31 to 40 of about 114,668 (269)

The Paradox of Policing as Protection: A Harm Reduction Approach to Prostitution Using Safe Injection Sites as a Guide [PDF]

open access: yes, 2014
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

Analyzing the Response of Learners to Use Kahoot as Gamification of Learning Physics [PDF]

open access: yes, 2020
This study aims to investigate the response of learners to use Kahoot as a gamification of learning. Kahoot is available for free applications, and this platform can be used in gamification based learning.
Guntara, Y. (Yudi)   +1 more
core  

Behavioral Incentives for Exercise and Intra‐Articular Glucocorticoids for Knee Osteoarthritis: Results From a Factorially Designed Pragmatic Randomized Clinical Trial

open access: yesArthritis &Rheumatology, EarlyView.
Objective The purpose of this study was to determine the benefit of a behaviorally designed incentive program and glucocorticoid injections in reducing symptoms and promoting physical activity in patients with knee osteoarthritis (KOA). Methods This was a pragmatic, multisite, factorially designed, blinded, randomized clinical trial.
Joshua F. Baker   +17 more
wiley   +1 more source

Adaptation and psychometric investigation of the Gameful Experience Questionnaire (GAMEFULQUEST) in Brazilian Portuguese

open access: yesScientific Reports
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

A game based approach to improve traders' decision-making [PDF]

open access: yes, 2015
Purpose: The development of a game based approach to improving the decision-making capabilities of financial traders through attention to improving the regulation of emotions during trading. Design/methodology/approach: The project used a design-based
Adam, Marc   +9 more
core  

Training Competences in Industrial Risk Prevention with Lego (R) Serious Play (R): A Case Study [PDF]

open access: yes, 2019
This paper proposes the use of the Lego (R) Serious Play (R) (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic ...
Albert   +34 more
core   +3 more sources

‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience

open access: yesAnatomical Sciences Education, EarlyView.
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

Usability of a gamified antibiotic resistance awareness mobile application: A qualitative evaluation

open access: yesIET Networks, EarlyView., 2022
The purpose of this study is to reveal the findings from the usability evaluation of an antibiotic resistance awareness app (SEDAR) app and present the necessary critical revisions made to improve the usability further. This study adopted guerrilla testing, observation, and retrospective probing methods to evaluate the usability of the SEDAR app ...
Ummul Hanan Mohamad   +2 more
wiley   +1 more source

Gift-exchange Game Theory for Gamification on Digital Data Collection Systems

open access: yesLontar Komputer, 2020
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

Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study

open access: yesInternational Journal of Serious Games, 2022
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

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