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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
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Gamification in politics [PDF]
Although gamification is a popular term, the concept has rarely been applied to political studies. Therefore, this chapter provides an overview of the key features of gamification and offers an adapted definition of gamification suited to the study of electoral politics.
openaire +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
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The main aim of gamification, i.e. the implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard to a given activity. Previous research, although not entirely conclusive,
Michael Sailer +3 more
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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
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This paper discusses the potential benefits of using gamification techniques to increase student engagement with library resources. It outlines the link between student use of library resources and academic achievement, and suggests that gamification has
Walsh, Andrew, Andrew Walsh
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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
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How gamification boosts learning in STEM higher education: a mixed methods study
The demand for professionals with expertise in Science, Technology, Engineering, and Mathematics (STEM) continues to grow. To meet this demand, universities are actively seeking strategies to engage more students in STEM disciplines and improve their ...
Margarita Ortiz-Rojas +3 more
semanticscholar +1 more source
Posture clip: Sit properly or I won’t let you work
Poor posture is a significant concern due to its detrimental effects on health and productivity. This article presents a collar-clipped device called PostureClip, designed to restrict users from sitting and working at a bent angle, by blacking out the ...
Arka Majhi, Aparajita Mondal
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Gamification in education and training: A literature review
Gamification, when properly implemented in education and training, can increase the engagement and motivation of learners and inspire them to change aspects of their behaviour to support learning.
Serafeim A. Triantafyllou +2 more
semanticscholar +1 more source

