Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
In this paper, we present the development and validation of an instrument for measuring
users' gameful experience while using a service. Either intentionally or unintentionally …
users' gameful experience while using a service. Either intentionally or unintentionally …
Tailoring real-time physical activity coaching systems: a literature survey and model
Technology mediated healthcare services designed to stimulate patients' self-efficacy are
widely regarded as a promising paradigm to reduce the burden on the healthcare system …
widely regarded as a promising paradigm to reduce the burden on the healthcare system …
Adaptive gamification for learning environments
In spite of their effectiveness, learning environments often fail to engage users and end up
under-used. Many studies show that gamification of learning environments can enhance …
under-used. Many studies show that gamification of learning environments can enhance …
Gamification, quantified-self or social networking? Matching users' goals with motivational technology
Abstract Systems and services we employ in our daily life have increasingly been
augmented with motivational designs which fall under the classes of (1) gamification,(2) …
augmented with motivational designs which fall under the classes of (1) gamification,(2) …
Gamification
Digital game-based learning (DGBL) is increasingly being used to refer to the use of games
for expected learning outcomes. The expression emphasizes the importance of the context …
for expected learning outcomes. The expression emphasizes the importance of the context …
Analyzing the relationships between learners' motivation and observable engaged behaviors in a gamified learning environment
Over the last ten years, gamification has been widely integrated in digital learning
environments as a way to increase learners' motivation. However, little is known about …
environments as a way to increase learners' motivation. However, little is known about …
Adaptation of gaming features for motivating learners
Background. Many learning environments are quickly deserted by learners, even if they are
efficient. Gamification of learning environments is a recent approach used to enhance …
efficient. Gamification of learning environments is a recent approach used to enhance …
Supporting and challenging learners through pedagogical agents: Addressing ethical issues through designing for values
Abstract Pedagogical Agents (PAs) that would guide interactions in intelligent learning
environments were envisioned two decades ago. These early animated characters had …
environments were envisioned two decades ago. These early animated characters had …
[HTML][HTML] Supporting Adolescent Engagement with Artificial Intelligence–Driven Digital Health Behavior Change Interventions
A Giovanelli, J Rowe, M Taylor, M Berna… - Journal of medical …, 2023 - jmir.org
Understanding and optimizing adolescent-specific engagement with behavior change
interventions will open doors for providers to promote healthy changes in an age group that …
interventions will open doors for providers to promote healthy changes in an age group that …
EMODA: A tutor oriented multimodal and contextual emotional dashboard
Learners' emotional state has proven to be a key factor for successful learning. Visualizing
learners' emotions during synchronous on-line learning activities can help tutors in creating …
learners' emotions during synchronous on-line learning activities can help tutors in creating …