Results 31 to 40 of about 16,086 (256)
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
ABSTRACT This study analyzed Industry 4.0 (I4.0) technology applications in agribusiness and the role of strategic stakeholders, engagement methods, and other critical aspects data sharing, confidentiality, integrity, decision‐making, and sector‐specific requirements in promoting circularity.
Simone Sehnem +3 more
wiley +1 more source
ABSTRACT The aim of the study is to examine the public acceptance of the deposit‐refund system (DRS), introduced in the European Union, through an extended version of the Technology Acceptance Model (TAM). The research supplemented the classic constructs of TAM (behavioral intension, perceived usefulness, and perceived ease of use) with environmental ...
József Ráti, Zalán Márk Maró
wiley +1 more source
ABSTRACT This paper examines how organizations in the automotive sector respond to the internal communication challenges posed by the transition to electric vehicle production. Unlike typical organizational change, electrification is driven not only by market forces but also by sociopolitical and regulatory pressures to reduce carbon emissions and ...
Tobias Hein +2 more
wiley +1 more source
The search for the optimization of educational processes has led to gamification becoming one of the teaching strategies that has received the most attention in recent years. This chapter carries out an analysis of the particularities that make up gamification as a learning technique for educational revitalization and updating.
Hamari, Juho +3 more
+6 more sources
Albeit in different ways, both machine learning and gamification have transfigured the user experience of information systems. Although both are hot research topics, so far, little attention has been paid to how these two technologies converge with each ...
Jakub Swacha, Michał Gracel
doaj +1 more source
ABSTRACT Sustainable consumption (SC) has become a critical pillar in advancing the United Nations Sustainable Development Goals (SDGs). This study delves into the interdisciplinary literature on SC and the SDGs to develop a comprehensive framework.
Guneet Chawla +4 more
wiley +1 more source
Just a Fad? Gamification in Health and Fitness Apps
BackgroundGamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true ...
Lister, Cameron +4 more
doaj +1 more source
ABSTRACT Sustainability‐oriented startups face challenges in implementing sustainable business models due to resource constraints, technological uncertainty and competing economic, social and environmental objectives. Although prior studies have identified numerous sustainable business model barriers, limited attention has been given to the ...
Sandra Naomi Morioka +2 more
wiley +1 more source
The effects of demographic factors on learners’ flow experience in gamified educational quizzes
In recent years, gamification gained widespread adoption in education aiming to increase students’ positive experiences (e.g., motivation, engagement, and flow state).
Ainur Issabek +3 more
doaj +1 more source

