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In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
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…
Students' perception of excessive difficulty in STEM degrees lowers their motivation and therefore affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation and fun when…
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…
What should I work on first? What can wait until later? Which projects should I prioritize and which tasks are not worth my time? These are challenging questions that many people face every day. People's intuitive strategy is to prioritize…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
This study employs gamified experiments to investigate and refine the Schelling Model of Segregation, a framework that demonstrates how individual preferences can lead to systemic segregation. Using a movement selection algorithm derived…
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…
Sign language has been extensively studied as a means of facilitating effective communication between hearing individuals and the deaf community. With the continuous advancements in virtual reality (VR) and gamification technologies, an…
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Dyslexia is a specific learning disorder related to school failure. Detection is both crucial and challenging, especially in languages with transparent orthographies, such as Spanish. To make detecting dyslexia easier, we designed an online…
Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
Providing customized products and services in the modern business world is one of the most efficient solutions to improve users' experience and their engagements with the industries. To aim, recommender systems, by producing personalized…
Most people struggle with prioritizing work. While inexact heuristics have been developed over time, there is still no tractable principled algorithm for deciding which of the many possible tasks one should tackle in any given day, month,…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
Learning idiomatic expressions is seen as one of the most challenging stages in second language learning because of their unpredictable meaning. A similar situation holds for their identification within natural language processing…