Related papers: First Directions for Using Gamification to Motivat…
The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users…
Strong foundations in basic AI techniques are key to understanding more advanced concepts. We believe that introducing AI techniques, such as search methods, early in higher education helps create a deeper understanding of the concepts seen…
In this paper we survey the motivations behind contemporary game AI research by analysing individual publications, the researchers themselves, and the institutions that influence them. In doing so, we identify some negative effects on our…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
Being an emerging business practice, gamification is going to the mainstream to enable and transform social business initiatives across enterprises. With the consistent focus on customer behavior and experience, there is a paradigm shift in…
Many sophisticated tools exist to help researchers find the academic literature they are searching for, but what about finding work that you aren't looking for? We promote joyful discovery of visualization research through two games (Colon…
Privacy Policy under GDPR law helps users understand how software developers handle their personal data. GDPR privacy education must be considered a vital aspect of combating privacy threats. In this paper, we present the design and…
As road transportation has been identified as a major contributor of environmental pollution, motivating individuals to adopt a more eco-friendly driving style could have a substantial ecological as well as financial benefit. With…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them being the difficulty of…
Virtual museums aim to promote access to cultural artifacts. However, they often face the challenge of getting audiences to read and understand a large amount of information in an uncontrolled online environment. Inspired by successful…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
Stakeholders in research and scientific publishing are gradually joining the Open-Access (OA) movement, which is gaining momentum to become nowadays at the heart of scientific policies in high-income countries. The rise of OA generates…
This article presents an overview of the main gamification projects for digital libraries, either for tagging or OCR correction. This overview is followed by a state of the art with functionalities, motivations, sociology of contributors…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…
As Open Access continues to gain importance in science policy, understanding the proportion of Open Access publications relative to the total research output of research-performing organizations, individual countries, or even globally has…