Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Gamification of education is a develo** approach for increasing learners' motivation and
engagement by incorporating game design elements in educational environments. With the …
engagement by incorporating game design elements in educational environments. With the …
[HTML][HTML] Gamification for health and wellbeing: A systematic review of the literature
Background Compared to traditional persuasive technology and health games, gamification
is posited to offer several advantages for motivating behaviour change for health and well …
is posited to offer several advantages for motivating behaviour change for health and well …
Gamified crowdsourcing: Conceptualization, literature review, and future agenda
Two parallel phenomena are gaining attention in human–computer interaction research:
gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of …
gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of …
Cooperation or competition–When do people contribute more? A field experiment on gamification of crowdsourcing
Abstract Information technology is being increasingly employed to harness under-utilized
resources via more effective coordination. This progress has manifested in different …
resources via more effective coordination. This progress has manifested in different …
Designing cooperative gamification: Conceptualization and prototypical implementation
Organizations deploy gamification in CSCW systems to enhance motivation and behavioral
outcomes of users. However, gamification approaches often cause competition between …
outcomes of users. However, gamification approaches often cause competition between …
The effect of badges on the engagement of students with special educational needs: A case study
This paper addresses the perceived benefits from gamification in the context of special
education. It presents the findings of a study evaluating the effects of a specific gamification …
education. It presents the findings of a study evaluating the effects of a specific gamification …
Gamification for self-tracking: From world of warcraft to the design of personal informatics systems
A Rapp - Proceedings of the 2018 CHI conference on human …, 2018 - dl.acm.org
World of Warcraft (WoW) may be a source of inspiration to enrich the Personal Informatics
systems user's experience and, at the same time, improve gamification design. Through the …
systems user's experience and, at the same time, improve gamification design. Through the …
Increasing intranet usage through gamification--insights from an experiment in the banking industry
This paper applies gamification to leverage the use of information for information-intensive
business tasks in the context of corporate intranets. It presents the results of an online …
business tasks in the context of corporate intranets. It presents the results of an online …
[HTML][HTML] Translating promoting factors and behavior change principles into a blended and technology-supported intervention to stimulate physical activity in children …
A Brons, K Braam, A Broekema… - JMIR formative …, 2022 - formative.jmir.org
Background Children with asthma can decrease the impact of their disease by improving
their physical activity (PA). However, health care providers lack interventions for children …
their physical activity (PA). However, health care providers lack interventions for children …
[책][B] Design and application of quantified self approaches for reflective learning in the workplace
V Rivera Pelayo - 2015 - books.google.com
Learning by reflection is one of the core processes for improving work performance. We
provide a novel approach for reflective learning support by transferring and adapting …
provide a novel approach for reflective learning support by transferring and adapting …