Academic literature on the topic 'Gamification'

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Journal articles on the topic "Gamification"

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Ivanova, Valeriya Iv. "Gamification as an innovative way to organize the learning process from kindergarten to university - examples from practice." Proceedings. College Dobrich XV (December 24, 2023): 87–104. https://doi.org/10.5281/zenodo.10613766.

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The article presents gamification as an innovative way to organize the learning process. It presents examples of several gamifications in education case studies from kindergarten to university level: gamification of an organization (quest to learn), gamification of a course, gamification of skills in an English Language course at Konstantin Preslavsky University of Shumen, gamification of an educational campaign Fast Heroes 112. The article argues that gamification could be applied in a variety of institutions and forms, and can be affordable or expensive but has its place in the modern 21-st
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Rodrigues, Luiz, Paula T. Palomino, Armando Toda, and Ana Klock. "Storified quizzes in the classroom: a 12-week study in user experience and artificial intelligence courses." RENOTE 21, no. 1 (2023): 221–30. http://dx.doi.org/10.22456/1679-1916.134349.

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Embedding game elements such as narrative and storytelling into learning activities is known as content gamification. Research argues content gamification might lead to improvements in psychological learning outcomes (e.g., motivation and preference). However, there is a lack of research experi- menting with content gamification in real educational settings. This paper ad-dresses this gap with a 12-week quasi-experimental study that compares content gamification to no gamification during real User Experience (UX) and Artifi-cial Intelligence (AI) courses. Specifically, we used a narrative fram
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Jedel, Izabella, Adam Palmquist, and David Gillberg. "A Practical View of Gamifying Information Systems for the Future." International Journal of Gaming and Computer-Mediated Simulations 13, no. 4 (2021): 1–13. http://dx.doi.org/10.4018/ijgcms.291540.

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Gamification’s role to support usability and innovation in the manufacturing industry is in its infancy. The present study displays a multi-cited ethnographical approach of a design science research project conducted between a start-up gamification firm and a manufacturing company. The case shows how different gamification design methods are used when gamifying a novel human modelling system. Furthermore, the interference from method to the design is presented and compared with conceptual views of gamification design. The findings show the need for early technical due diligence in collaboratio
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Su, Wanting. "Exploring the Impact of Gamification on STEM Learning in Education: The Mediating Role of Facilitating Focus." Communications in Humanities Research 40, no. 1 (2024): 179–88. http://dx.doi.org/10.54254/2753-7064/40/20242263.

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This study aims to examine the effect of gamification on STEM Learning in education, the mediating role of promotion focus, and the moderating role of teacher guidance. A sample of 385 college students majoring in computer science across different colleges in Jiangsu Province who experienced gamification in their curriculum was surveyed. The data were collected using questionnaires designed to measure gamification in education, STEM Learning outcomes, the level of promotion focus, and the degree of teacher guidance. Confirmatory factor analysis showed good discriminant validity (^2 = 596.165,
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Landers, Richard N. "Gamification Misunderstood: How Badly Executed and Rhetorical Gamification Obscures Its Transformative Potential." Journal of Management Inquiry 28, no. 2 (2018): 137–40. http://dx.doi.org/10.1177/1056492618790913.

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Although management gamification has immense potential to broadly benefit both management and employees, its impact to date has been lackluster and its value unclear. I credit this to a market proliferation of rhetorical or “fake” gamification, a process which involves the decoration of existing organizational processes with game elements but with little or no attention paid to the psychological processes by which those elements influence human behavior. For gamification to be successful, specific psychological characteristics of employees or customers must be targeted, and game elements must
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Irunokhai, E. A., P. N. Meduna, J. O. Adigun, C. A. Jeje, and S. A. Wealth. "Gamification as Catalyst for Enhanced Learning Outcomes in Upper Basic Education in Ilorin Metropolis, Kwara State, Nigeria." Journal of Applied Sciences and Environmental Management 28, no. 11 (2024): 3619–24. https://doi.org/10.4314/jasem.v28i11.15.

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Gamification is adding game mechanics into non-game environments, such as a website, online community, learning management system or even business intranet to increase participation. Consequently, the objective of this paper is to evaluate the impact of gamification as a catalyst for enhanced learning outcomes in upper basic education in Ilorin Metropolis, Kwara State, Nigeria using various standard and appropriate techniques. The study revealed that gender does not influence the teachers’ perception about gamification’s effectiveness as an instructional strategy, male and female teachers had
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Agrawal, Nishit Anurag, and Sushil Punwatkar. "Exploring the Impacts of Gamification in Marketing on Consumer’s Buying Intention." RESEARCH REVIEW International Journal of Multidisciplinary 8, no. 8 (2023): 145–53. http://dx.doi.org/10.31305/rrijm.2023.v08.n08.025.

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This scholarly article delves into the growing importance of gamification as a contemporary marketing tool for businesses. Despite its increasing adoption, there is a noticeable scarcity of scholarly investigation into how consumers perceive and embrace gamification, the factors influencing their behavior, and the varying effectiveness of gamification approaches in shaping purchasing choices and brand loyalty. Furthermore, the lack of a standardized framework for integrating gamification into existing processes presents challenges. This study aims to fill these gaps by examining how marketing
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Matos, Tauller Augusto de Araújo, and Jardelino Menegat. "Impacto da gamificação no engajamento e desempenho acadêmico." Revista Internacional de Educação Superior 12 (May 7, 2025): e026036. https://doi.org/10.20396/riesup.v12i00.8678262.

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Introduction: Gamification can increase engagement and improve the academic performance of undergraduate students. Objective: This study aims to investigate the effects of gamification on academic engagement and performance of students in a Business Administration course. Methodology: Employing a quantitative approach and a case study focused on a Quality Management class within the Business Administration program, performance and engagement outcomes were analyzed before and after the implementation of gamification elements in academic activities. Results: Findings demonstrated gamification's
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Aksay, Bilge, Muhammet Aktaş, Esen Yildirim, and Fatih Kiliç. "Gamification as a Social Phenomenon and Gamification Heuristics Criteria from Social Sciences Perspective." PLURAL. History, Culture, Society 12, no. 2 (2024): 116–33. https://doi.org/10.37710/plural.v12i2_7.

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The widespread adoption of gamification across various domains necessitates robust methodologies to gauge its impact and efficacy. This study delves into heuristic evaluation techniques utilized in a European Union project where partners assessed gamification applications focused on cultural heritage in their respective countries. Notably, this study assesses gamification as a social phenomenon and evaluates gamification assessment criteria in practice for five gamification implementations that reflect Türkiye’s cultural heritage. Recognising gamification as a social phenomenon, this research
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Et al., Bilqis Firyal Nabilah. "“ THE EFFECT OF MIXED GAMIFICATION AND ACHIEVEMENT MOTIVATION ON CONCEPT COMPREHENSION AND CREATIVE THINKING SKILLS IN LEARNING SCIENCE.”." Psychology and Education Journal 58, no. 1 (2021): 5139–52. http://dx.doi.org/10.17762/pae.v58i1.1735.

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This research is motivated by the poor comprehension and creativity of elementary school students in science lessons. This study aimed to determine gamification's effect on improving learning outcomes in concept comprehension and creative thinking skills in students studying science. Achievement motivation is suspected of being involved as a variable that interacts with gamification in improving learning outcomes. The data analysis technique used the Multivariate Analysis test. The research subjects were 73 students in the control class and the experimental class. This research is a quasi-expe
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Dissertations / Theses on the topic "Gamification"

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Arvidsson, Malin, and Mattias Liljegren. "Gamification : Hur spelerfarenhet påverkar gamifications motiverandeeffekt inom skolan." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43253.

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The purpose of the study is to investigate how digitalgaming experience affects how motivated studentsbecome by gamification and whether there is anydifference in motivation that is experienced whetherplaying or not in leisure.There was no clear connection on the motivation withinthe different game groups of the result. The resultshowed that some elements motivated more than othersand those that motivated the groups most were points,levels and quests
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Hermansson, Love, and Felix Laxvik. "Gamification : Hur påverkar gamification användarupplevelse?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-275460.

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Målet med denna uppsats har varit att undersöka för- och nackdelar med gamification (sv. spelifiering). Begreppet innebär att man använder spelelement i icke-spelsammanhang, oftast med avsikt att höja motivation och engagemang. En undersökning som bestod av att låta två skilda grupper med försökspersoner testa en spelifierad och en ickespelifierad version av en applikation utfördes. Information samlades in genom att analysera databasen samt genom att låta testpersonerna svara på en enkät. Undersökningen visade att testgruppen med den spelifierade versionen var mer positivt inställd till applik
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Yang, Kai. "Gamification." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9103/.

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Nowadays games are so popular that they have become an important part of our lives. Inspired by the motivational properties of games, some scholars made the proposal of applying game mechanics and elements into other fields thus emerged the concept of “Gamification”, along with various other popular concepts for the realization of the application. The effectiveness of gamification in improving user engagement and changing behaviors is demonstrated not only in theory but also in practice. This thesis aims to introduce the related concepts of gamification and the gamification design framework. I
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Wiklund, Emil, and Victor Wakerius. "The Gamification Process : A framework on gamification." Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088.

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In this thesis a gamification framework was built based upon the existing body of literature on gamification to more easily describe the processes in how a gamified experience is developed. We interviewed different international gamification companies that are currently working with gamification to test if the theoretically developed framework had practical relevance. The results from the empirical findings indicated that the framework had practical relevance and indeed represents the processes in how the companies work with gamification in real world scenarios. However, some of the companies
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Nimkar, Chaitany. "Alcogait Gamification." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/689.

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Alcohol abuse causes 1 in 10 deaths among adults in the United States aged 20-64 years [11]. An effort to motivate health-related behavioral changes in e-health industry could be seen before, but it was never done in mobile (m-health) context. Technologically, current applications in smartphone domain, emphasize on a manual way of measuring intoxication levels for users such as logging BAC values, taking cognitive tests; but none of them passively infer user’s intoxication level [1]. ‘Alcogait’ is a smartphone app that infers a smartphone user’s intoxication level from their gait by c
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Kuutti, J. (Julius). "Designing gamification." Master's thesis, University of Oulu, 2013. http://urn.fi/URN:NBN:fi:oulu-201306061526.

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This research studies gamification: the use of game design elements in non-game contexts. Gamification is a new phenomenon that has not yet been studied extensively in academic papers. There is a significant research gap to be filled. The purpose of this research is to study how gamification can be used for the benefit of marketing. This is achieved by studying the design process of gamification, the special motivational factors behind gamification, and the game elements that constitute a gamfication system. The end result will be a framework for designing a gamification system that is suited
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Valle, Juarranz Victor. "Gamification on IPTV : Towards Gamification on IPTV for User Engagement." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177389.

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This thesis explores how to use gamification for an IPTV platform to increase user engagement. Gamification has been defined as the use of game elements in non-game contexts. This thesis describes the fundamental concepts about gamification and taps on the practical use of these concepts for media and TV consumption. Based on interviews and an online survey we developed and evaluated low-fi prototypes to study some key aspects of Gamification for IPTV solutions. 19 people, not real users, participated in the final evaluation of the last designed low-fi prototype providing qualitative results t
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Carlén, Filip, and Roger Sellén. "Gamification i undervisningen : en kvalitativ studie om gamification inom matematikundervisning." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-25371.

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Den här studien har som syfte att undersöka hur matematiklärare resonerar kring användningen av gamification utifrån ett undervisningsperspektiv. Studien genomfördes genom self reports där sex stycken lärare på tre olika skolor svarade på hur deras arbete påverkas av gamification. Svaren analyserades sedan med hjälp av att bryta ner svaren till kategoriserade nyckelmeningar och nyckelord. Sammanfattningsvis visar studien en positiv inställning till gamification i matematikundervisningen, men med vissa implikationer. Vi synliggör att lärarna ibland har en felaktig bild av gamification, och anvä
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Mucollari, Lorela, and Vasily Samokhin. "Gamification : The influence of gamification on the consumer purchase intention." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-328327.

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Gamification is the new strategy that is applied in different areas from healthcare to the education, it is gaining a lot of popularity. Gamification is applied also in the online retailing, for trying to influence the consumer behavior. In this research paper Steam is going to be taken as a case study, since the platform is gamified. The aim of the study is to understand how gamification can influence the consumer behavior in the online retailing. As a main theoretical framework, the Fogg behavioral model. The main variables of the model are motivation, ability and trigger. In specific how th
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Mazarakis, Athanasios, and Paula Bräuer. "Welche Gamification motiviert?" Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-234603.

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Gamification soll durch Spielelemente die Motivation in spielfremden Kontexten erhöhen, an Untersuchungen zur Wirkung einzelner Spielelemente mangelt es jedoch. Die vorliegende Studie leistet einen Beitrag dazu diese Lücke zu schließen. In einem Experiment mit 505 Teilnehmern konnte gezeigt werden, dass die Spielelemente Abzeichen, Feedback, Fortschrittsanzeige und Story einzeln und kombiniert angewendet zu signifikanten Motivationssteigerungen führen, sich aber im Motivationspotenzial unterscheiden.
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Books on the topic "Gamification"

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Stieglitz, Stefan, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, and Tobias Brockmann, eds. Gamification. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-45557-0.

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Goethe, Ole. Gamification Mindset. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11078-9.

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Wagenpfeil, Stefan. Gamification Design. Springer Berlin Heidelberg, 2025. https://doi.org/10.1007/978-3-662-69842-6.

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Gupta, Sahil, Razia Nagina, Mandakini Paruthi, and Gaurav Gupta. Marketing and Gamification. Routledge, 2024. http://dx.doi.org/10.4324/9781032694238.

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Savignac, Emmanuelle. The Gamification of Work. John Wiley & Sons, Inc., 2017. http://dx.doi.org/10.1002/9781119384564.

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Strahringer, Susanne, and Christian Leyh, eds. Gamification und Serious Games. Springer Fachmedien Wiesbaden, 2017. http://dx.doi.org/10.1007/978-3-658-16742-4.

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Gatautis, Rimantas, Jūratė Banytė, and Elena Vitkauskaitė, eds. Gamification and Consumer Engagement. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-54205-4.

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Niman, Neil B. The Gamification of Higher Education. Palgrave Macmillan US, 2014. http://dx.doi.org/10.1057/9781137331465.

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Kim, Sangkyun, Kibong Song, Barbara Lockee, and John Burton. Gamification in Learning and Education. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-47283-6.

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Reiners, Torsten, and Lincoln C. Wood, eds. Gamification in Education and Business. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-10208-5.

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Book chapters on the topic "Gamification"

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Khanna, Pooja. "Dark Gamification." In Advances in Human Resources Management and Organizational Development. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-0724-3.ch008.

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Gamification has captivated the interest of consumers from all spheres of life, and marketing holds a dominant position. It enhances customer engagement and loyalty through non-gaming context like social media marketing, e-mail marketing, and customer relationship management. Gamification's growing use in the service environment has caught the attention of practitioners and marketers alike. However, everything has a positive and negative aspect, and gamification is no exception. Although there are many studies on gamification in the marketing arena, there are very few primary and secondary stu
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Marache-Francisco, Cathie, and Eric Brangier. "The Gamification Experience." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch001.

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Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that woul
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Pugh, Vachon M. C. "Lessons from the STEM Sector." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch002.

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The purpose of this chapter is to examine possible causes such as lack of interest, lack of skill/ability, and anticipated work/family conflict (WFC), in addition to analyzing successful recruitment tactics that have brought more women into various other male dominated fields in an attempt to solve this problem. Results of the literature review show that the main contributing factors for the lack of women within the sector are lack of confidence in skills and abilities, lack of female industry role models, and lack of available mentorship and community outreach programs for interested women. T
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Rapp, Amon. "A Qualitative Investigation of Gamification." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch003.

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Gamification is commonly employed in designing interactive systems to enhance user engagement and motivations, or to trigger behavior change processes. Although some quantitative studies have been recently conducted aiming at measuring the effects of gamification on users' behaviors and motivations, there is a shortage of qualitative studies able to capture the subjective experiences of users, when using gamified systems. The authors propose to investigate how users are engaged by the most common gamification techniques, by conducting a diary study followed by a series of six focus groups. Fro
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Rockenberger, Annika. "Video Game Framings." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch004.

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This chapter discusses the applicability of the concept of ‘paratext' (as coined by Gérard Genette) to audio-visual media in general and to video games in particular. In the first section, some potential elements of a video game's ‘paratext' are singled out by means of ‘auto-ethnographic' description of the introductory sequence(s) of the first-person shooter game BioShock Infinite. Several segments of the game's ‘threshold' are differentiated employing a rather tentative ad-hoc terminology. In the second section, Genette's definitional stipulations, posing the point of reference for everyone
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Ninaus, Manuel, Matthias Witte, Silvia E. Kober, et al. "Neurofeedback and Serious Games." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch005.

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Neuroscience as well as computer gaming have rapidly advanced in the last decades. Yet, the combination of both fields is still in its infancy. One example of an emerging alliance is neurofeedback, where participants are required to learn controlling their own brain activity. So far, this kind of training is mostly applied in therapeutic settings, for example improving symptoms in epilepsy, attention-deficit/hyperactivity disorder, or autism spectrum disorder. However, there are some promising approaches that used neurofeedback in everyday situations for healthy subjects. This may prove especi
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Bommarito, Concetta, and Kathryn Dunlap. "Dream Lucidity." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch006.

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In this chapter, the authors examine digital environments as a learning spaces and site of extended cognition by demonstrating the presence of active learning in both video games and their linked online collaborative communities. The authors use Shaun Gallagher's theory of extended mind to posit the notion that the shared cognitive space created in the game between creator and player can be extend to include many others through the digital communities of those players though gaming literacy. The authors conducted a think-aloud protocol with participants playing Yume Nikki, a minimalist Japanes
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McCreery, Michael P., S. Kathleen Krach, and Amanda Nolen. "The Protagonist and Their Avatar." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch007.

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Given the active and authentic nature of Massively-Multiplayer Online Games, researchers have begun to question the use of this virtual setting as a teaching / learning tool (Barab et al., 2010; Squire, 2006). Specific findings in virtual environments show that several personal factors mediate an individual's experiences within that environment (Przybylski, Rigby, & Ryan, 2010). Although physical-world research has focused on the personal factor of personality and its influence on learning (Caprara et al., 2011; Furnham, Chamorro-Premuzic, & McDougall, 2003; Gallagher, 1996; Olesen, Th
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Ferholt, Beth, Monica Nilsson, Anders Jansson, and Karin Alnervik. "Creativity in Education." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch008.

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The goal of this chapter is to respond to the scarcity of literature on creativity that is relevant both to CHAT and in the field of education. The authors explore Vygotsky's writings on creativity, imagination, art, and play in relation to three Swedish preschool projects that practice a pedagogy of exploratory learning. Also included are discussions of imagination versus realistic thinking, syncretism in children's creative work, and play as a creative activity. Because this study was a formative intervention, the pedagogy of exploratory learning became significant in the analysis. The bulk
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Gomez, Jorge. "A Match Made in “Outer Heaven:”." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch009.

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The stealth-action videogame Metal Gear Solid 4: Guns of the Patriots features the tired heroics of Solid Snake (also known as Old Snake), a retired, legendary soldier whose services are demanded one last time by a world in perpetual war. This epic game, containing almost ten hours of cutscenes alone, delineates the consequences not only of nuclear proliferation, but of mass (re)production in a digital age. In this fourth and final entry in the Solid Snake saga the two go hand-in-hand: a nuclear age exacerbated by advanced technology, advanced technology proliferated under the banner of a post
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Conference papers on the topic "Gamification"

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Božić, Ana Vrcelj, Nataša Hoić-Božić, Martina Holenko Dlab, Kristian Stančin, and Tomislav Jagušt. "Analysis of the Gamification Aspects of Digital Educational Tools Using Gamification Classification." In 2024 International Conference on Software, Telecommunications and Computer Networks (SoftCOM). IEEE, 2024. http://dx.doi.org/10.23919/softcom62040.2024.10721650.

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Rodrigues, Luís Filipe, Carlos J. Costa, and Abílio Oliveira. "Gamification." In the International Conference. ACM Press, 2014. http://dx.doi.org/10.1145/2618168.2618173.

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Tondello, Gustavo F., and Lennart E. Nacke. "Gamification." In CHI '18: CHI Conference on Human Factors in Computing Systems. ACM, 2018. http://dx.doi.org/10.1145/3170427.3170662.

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Coronado Escobar, Jesús Eduardo, and Angela Rocio Vasquez Urriago. "Gamification." In ICEGOV2014: 8th International Conference on Theory and Practice of Electronic Governance. ACM, 2014. http://dx.doi.org/10.1145/2691195.2691307.

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Titania, Fani Nabila. "Gamifying EFL classrooms: Unveiling teacher perspectives and practices in a digital age." In XXnd International CALL Research Conference. Castledown Publishers, 2024. http://dx.doi.org/10.29140/9780648184485-43.

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In recent years, gamification has gained prominence as a transformative approach to enhance student engagement and motivation in EFL classrooms. This study delves into the specific gamification techniques employed by EFL educators and explores their perceptions, obstacles, and proficiency in utilizing gamified methodologies. The research employs a descriptive approach, incorporating self-written reflections and focus group discussion interviews with EFL teachers. This methodology allows for a comprehensive examination of gamification practices in EFL instruction, offering valuable insights int
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Rodrigues, Luiz, Daniel Arndt, Paula Palomino, et al. "Affective Memory in Gamified Learning: A Usability Study." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação - SBC, 2022. http://dx.doi.org/10.5753/sbie.2022.225748.

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Gamified learning has the potential to improve learning outcomes, but most strategies are focused on using Points-Badges-Leaderboards (PBL) while neglecting other game elements. Drawing upon research discussing nostalgia’s potential to improve user experience and engagement, we hypothesized affective memory could aid in designing gamification’s visual aesthetics. To start testing that hypothesis, we conducted a moderated usability study aiming to understand how Pokémon-based gamification compares to a trophy-based approach. Nine undergraduate students used two versions of a gamified quiz proto
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Thomas, Alischa, Frederik Bader, Jörg Thomaschewski, and Maria Rauschenberger. "Integrating Gamification: The Human-Centered Gamification Process." In 17th International Conference on Web Information Systems and Technologies. SCITEPRESS - Science and Technology Publications, 2021. http://dx.doi.org/10.5220/0010712500003058.

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Minović, Miroslav, and Miloš Milovanović. "Gamification ecosystems." In the Second International Conference. ACM Press, 2014. http://dx.doi.org/10.1145/2669711.2669895.

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Minović, Miroslav, Miloš Milovanović, and Francisco Gallego. "Gamification ecosystems." In TEEM'16: 4th International Conference on Technological Ecosystems for Enhancing Multiculturality. ACM, 2016. http://dx.doi.org/10.1145/3012430.3012600.

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DiTommaso, Dustin, and Ciara Taylor. "Beyond gamification." In CHI PLAY '14: The annual symposium on Computer-Human Interaction in Play. ACM, 2014. http://dx.doi.org/10.1145/2658537.2662410.

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Reports on the topic "Gamification"

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Prasad, Rajeev Ram. Physiotherapy, Gamification and Digital Therapeutics. Iowa State University, 2024. http://dx.doi.org/10.31274/cc-20240624-1123.

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Voloshynov, Serhii A., Halyna V. Popova, Alona Y. Yurzhenko, and Ekaterina O. Shmeltser. The use of digital escape room in educational electronic environment of maritime higher education institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3869.

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The paper is tended to investigate the gamification activities use in educational electronic environment of maritime higher education institutions. Gamification methods with examples are described (gamification testing, QR Code quest, storytelling and escape room). Comparative characteristic of traditional learning and learning using gamification in educational electronic environment is given in the article according to different criteria: the place and role of teacher or students in the learning process; type of information communication; methods of training; equipment; level of freedom of th
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Pinchuk, O. P., V. A. Tkachenko, and O. Yu Burov. AV and VR as Gamification of Cognitive Tasks. CEUR Workshop Proceedings, 2019. http://dx.doi.org/10.33407/lib.naes.718697.

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The paper presents a comparative analysis of the functionality of mobile applications of the augmented reality Da Vinci Machines AR, Electricity AR, Bridges AR, Geometry, the collection of VR models VictoryVR Science Curriculum and the digital collection Mozaik. The possibility of using these tools for educational purposes is explored, in particular, to construct cognitive tasks for students during the study of subjects in the natural and mathematical cycle. The indicated shortcomings are stated, didactic requirements for such educational activities are formulated. Among others, attention is f
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Buzko, Viktoriia L., Alla V. Bonk, and Vitaliy V. Tron. Implementation of Gamification and Elements of Augmented Reality During the Binary Lessons in a Secondary School. [б. в.], 2018. http://dx.doi.org/10.31812/123456789/2663.

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The purpose of the research is to consider the possibilities of gamification and elements of augmented reality in the secondary school during the binary lessons in Physics and English. The objective of the research is to give examples of conducting binary lessons by means of gaming and elements of augmented reality. The object of the research is the process of teaching Physics and English in a secondary school. The subject of the research is the use of gamification and the elements of augmented reality when conducting binary lessons in a secondary school. The article considers the possibility
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Andersson, Jacob, Marie Gustafsson Friberger, Jessica Lindholm, and Julian Togelius. Gamification of publication metadata : to playfully explore our data. Malmö University Library, 2015. http://dx.doi.org/10.24834/2043/20256.

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Araya, Roberto, Elena Arias Ortiz, Nicolás L. Bottan, and Julian P. Cristia. Does Gamification in Education Work?: Experimental Evidence from Chile. Inter-American Development Bank, 2019. http://dx.doi.org/10.18235/0001721.

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Araya, Roberto, Elena Arias Ortiz, Nicolas L. Bottan, and Julian P. Cristia. Does Gamification in Education Work?: Experimental Evidence from Chile. Inter-American Development Bank, 2019. http://dx.doi.org/10.18235/0001777.

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Voutilainen, M. Mariah, and Crystal Green. Spotlight on Gamified Curricula. HundrED, 2024. http://dx.doi.org/10.58261/ikck1648.

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Given its potential for motivating and engaging learners and teachers alike, HundrED and partner Supercell teamed up with the aim of bringing attention to and curating education innovations that gamify curricula. Our assertion is that gamification should be used more systematically; it has the potential to foster innovative learning environments for young people aged 16-25, especially those from marginalised backgrounds, often difficult for the gaming industry to reach. Our search for and identification of 10-15 impactful and scalable education innovations fulfilling the Spotlight criteria rev
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Fedorenko, Elena G., Nataliia V. Kaidan, Vladyslav Ye Velychko, and Vladimir N. Soloviev. Gamification when studying logical operators on the Minecraft EDU platform. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4624.

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Use of visual methods plays a significant role in learning. ICT allow us to create electronic educational resources in a new format and with new opportunities. The study of their didactic possibilities, forms and methods of their application is a topical issue. Simulation, virtualization, gamification requires new knowledge about their application, and therefore, the problem of training future teachers to use them is an urgent and important part of training. In this article modern achievements in the use of serious games in education were investigated and analyzed, the possibilities of using v
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Ramachandran, Sivananth. Fun and Games: Investment Gamification and Implications for Capital Markets. CFA Institute, 2022. http://dx.doi.org/10.56227/22.1.17.

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Gamification and other behavioral techniques have many positive uses, such as education, but these methods could also be exploited to promote excessive trading. This paper analyzes the main issues and recommends reforms to prevent abuses.
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