Results 71 to 80 of about 67,213 (296)
Operationalising gamification in an educational authentic environment [PDF]
This paper addresses the largely 18inauthentic 19 pedagogical approaches in current classroom and distance-learning environments, and will propose a methodology that utilises existing technologies to provide an immersive and authentic experience in ...
Wood, L.C. +15 more
core
ABSTRACT Behavioural sustainability has emerged as a strategically significant construct for understanding how sustainability becomes embedded in organisational routines, decisions, and governance systems rather than remaining at the level of symbolic commitment.
Cedric Marvin Nkiko
wiley +1 more source
Abstract The digital age has revolutionized many aspects of citizens' everyday lives, including educational systems, as Information and Communication Technologies (ICT) have been integrated into the curriculum at all educational levels. In the case of English as a foreign language (EFL), many studies support that ICTs contribute positively to the ...
María Felicidad Tabuenca Cuevas +2 more
wiley +1 more source
Making it game-like : Topolor 2 and gamified social e-learning [PDF]
This paper briefly introduces Topolor 2, a social personalised adaptive e-learning environment with novel gamification features, aiming at reducing undesirable 'noise' effects of social interaction and at further improving the learning experience.
Shi, L +3 more
core +1 more source
ABSTRACT Objective This systematic review evaluated the feasibility, efficacy, adherence, and methodological quality of ecological momentary intervention (EMI)–based treatments for individuals with diagnosed eating disorders (EDs) and/or obesity. Method Eight electronic databases were systematically searched from inception to January 2026.
Wenlu Mao +4 more
wiley +1 more source
Gamification in Crowdsourcing: A Review
This study investigates how different gamification implementations can increase crowdsourcees' motivation and participation in crowdsourcing (CS). To this end, we review empirical literature that has investigated the use of gamification in crowdsourcing settings.
Benedikt Morschheuser +2 more
openaire +6 more sources
ABSTRACT Objective Psychotherapy is the first‐line treatment for eating disorders (EDs), yet only about half of patients benefit long‐term. Bulimia nervosa (BN), Binge‐Eating‐Disorder (BED), and non‐underweight EDs with regular binge eating (> 2 binge‐eating episodes per month within the last 3 months) (OSFED/UFED) form a transdiagnostic group ...
Sebastian M. Max +7 more
wiley +1 more source
Gamification can help to increase motivation for various activities. As a fundamental concept in HCI, gamification has connections with various fields involving mixed reality, health care, or education. This article presents the expertise of 106 gamification specialists who participated in four workshops called “Gam-R — Gamification Reloaded.” The ...
openaire +1 more source
Abstract Objective Effective epilepsy management requires accurate epilepsy knowledge, active patient engagement, and stigma reduction to improve health outcomes. Educational interventions have been shown to enhance patients' quality of life (QOL) and knowledge. This study evaluated the effectiveness of EpiloBot, an artificial intelligence (AI)‐powered
Izumi Kuramochi +10 more
wiley +1 more source
THE GAMIFICATION AS A TOOL TO IMPROVE RISK MANAGEMENT IN THE ENTERPRISE [PDF]
The following article presents the application of the mechanism games,"gamification" as a tool to support risk management in the enterprise. After presenting therisk characterization, risk management and the concept of gamification, we present ...
Paula Bajdor, Larisa Dragolea
core

