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[HTML][HTML] Gamification in apps and technologies for improving mental health and well-being: systematic review
Background: There is little research on the application of gamification to mental health and
well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current …
well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current …
[HTML][HTML] Gameful civic engagement: A review of the literature on gamification of e-participation
With increased digitalization, governments and public institutes became potentially better
able to practice fuller and wider ranges of democratic governance through eg, e …
able to practice fuller and wider ranges of democratic governance through eg, e …
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 …
Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect
K Szolin, DJ Kuss, FM Nuyens… - Human–Computer …, 2023 - Taylor & Francis
Since their commercial introduction in the 1970s, videogames have become an increasingly
popular form of entertainment leading to the multi-billion-pound industry seen today (Juniper …
popular form of entertainment leading to the multi-billion-pound industry seen today (Juniper …
Theory-driven game-based assessment of general cognitive ability: Design theory, measurement, prediction of performance, and test fairness.
Games, which can be defined as an externally structured, goal-directed type of play, are
increasingly being used in high-stakes testing contexts to measure targeted constructs for …
increasingly being used in high-stakes testing contexts to measure targeted constructs for …
Accessibility of games and game-based applications: A systematic literature review and map** of future directions
L Hassan - new media & society, 2024 - journals.sagepub.com
Digital game technologies, that is, games and emerging game-based applications, are
pervasively spread in society as a means of entertainment, education and exercise, amongst …
pervasively spread in society as a means of entertainment, education and exercise, amongst …
Using games to understand the mind
Board, card or video games have been played by virtually every individual in the world.
Games are popular because they are intuitive and fun. These distinctive qualities of games …
Games are popular because they are intuitive and fun. These distinctive qualities of games …
Video games in the secondary English language arts classroom: A state‐of‐the‐art review of the literature
BL Nash, RB Brady - Reading Research Quarterly, 2022 - Wiley Online Library
Abstract English language arts (ELA) teachers and literacy researchers are increasingly
attending to the ways that digital technologies may be integrated into the curriculum. Video …
attending to the ways that digital technologies may be integrated into the curriculum. Video …
Effectiveness of digital game based learning strategy in Higher Educational Perspectives.
Digital game-based learning strategy is now widely used in various fields such as education,
marketing and advertising. This learning strategy has attracted great attention from scholars …
marketing and advertising. This learning strategy has attracted great attention from scholars …
Recommendations for implementing gamification for mental health and wellbeing
VWS Cheng - Frontiers in psychology, 2020 - frontiersin.org
Gamification is increasingly being proposed as a strategy to increase engagement for
mental health and wellbeing technologies. However, its implementation has been criticized …
mental health and wellbeing technologies. However, its implementation has been criticized …