Tailoring persuasive and behaviour change systems based on stages of change and motivation

O Oyebode, C Ndulue, D Mulchandani… - Proceedings of the …, 2021 - dl.acm.org
Persuasive systems (PS) are effective at motivating behaviour change using various
persuasive strategies. Research shows that tailoring these systems increases their …

Gamified learning and assessment using ARCS with next-generation AIoMT integrated 3D animation and virtual reality simulation

A Kumar, AKJ Saudagar, M Alkhathami, B Alsamani… - Electronics, 2023 - mdpi.com
In higher education institutions (HEI), particularly in biology and medical education, the use
of 3D animation, virtual reality, and simulation offers great potential in terms of enhancing …

Enhancing motivation and academic performance through gamified digital game-based learning methodology using the ARCS model

R Camacho-Sánchez, J Serna Bardavío… - Interactive Learning …, 2024 - Taylor & Francis
This study assessed the effects of an educational intervention grounded in gamified game-
based learning on attention, relevance, confidence, satisfaction, intrinsic and extrinsic …

Encouraging sustainable consumption through gamification in a branded app: A study on consumers' behavioral perspective

CW Lin, CY Chien, CP Ou Yang, TY Mao - Sustainability, 2022 - mdpi.com
Gamification, an innovative tool for interacting with consumers that can be seen as a new
trend in marketing, could enhance customer behavior, such as greater loyalty. This paper …

[HTML][HTML] A gamified real-time video observed therapies (GRVOTS) mobile app via the modified nominal group technique: development and validation study

SA Abas, N Ismail, Y Zakaria, I Ismail… - JMIR serious …, 2023 - games.jmir.org
Background The success rate of tuberculosis (TB) treatment in Malaysia remains below the
recommended World Health Organization target of 90% despite the implementation of …

Exploring the relationships between gamification and motivational needs in technology design

J Tang, P Zhang - International Journal of Crowd Science, 2019 - ieeexplore.ieee.org
Purpose–Drawing upon the motivational affordance theory, this paper aims to investigate
how gamification design and human motivational needs are associated in extant literature …

A gamification model for e-learning platforms

S Kamunya, E Maina, R Oboko - 2019 IST-Africa Week …, 2019 - ieeexplore.ieee.org
The use of gamification in education has been viewed as an innovative approach to
introduce benefits of games in a non gaming context. Instructively, for a successful …

Development of a Kinect-based English learning system based on integrating the ARCS model with situated learning

YH Chang, PR Lin, YT Lu - Sustainability, 2020 - mdpi.com
This study developed a Kinect-based somatosensory English learning system. The main
design concept was to integrate Kinect as an interaction technique with theories of situated …

[HTML][HTML] Assessment of a location-based mobile augmented-reality game by adult users with the ARCS model

K Sdravopoulou, JM Muñoz González… - Applied Sciences, 2021 - mdpi.com
In mobile augmented reality (MAR) games, learning by doing is important to supplement the
theoretical knowledge with practical exercise in order to maximize the learning outcome …

[PDF][PDF] Is it all about having Fun?-Develo** a Taxonomy to gamify Information Systems.

S Schöbel, A Janson - ECIS, 2018 - alexandria.unisg.ch
Gamification is a well-known approach that refers to the use of game design elements in
information systems to make monotonous and tedious tasks more enjoyable. However …