Results 41 to 50 of about 112,203 (231)
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley +1 more source
A game based approach to improve traders' decision-making [PDF]
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
Designing a gamified social platform for people living with dementia and their live-in family caregivers [PDF]
In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes
Barrué Subirana, Cristian +5 more
core +1 more source
Abstract Engaging students and fostering interactions can be a challenge in large enrollment, foundational‐level, undergraduate anatomy classes. Despite the active learning environment of the anatomy laboratory, students often struggle to find study partners or even speak to fellow learners in a large classroom.
Kristin Stover +2 more
wiley +1 more source
Abstract Game‐based learning (GBL) is increasingly used in medical education to supplement traditional didactic learning methods. Adult learners in particular may benefit from GBL, given the autonomous and iterative nature of a well‐designed educational game.
Thomas J. Paddock, Erin P. Fillmore
wiley +1 more source
Usability of a gamified antibiotic resistance awareness mobile application: A qualitative evaluation
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
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
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 According to Nietzsche, “In every real [adult], a child is hidden that wants to play.” In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner.
Judi Laprade
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

