Related papers: Negative Effects of Gamification in Education Soft…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…
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…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive behavioural outcomes in their workforce - ultimately leading to…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…
Current Motor Imagery Brain-Computer Interfaces (MI-BCI) require a lengthy and monotonous training procedure to train both the system and the user. Considering many users struggle with effective control of MI-BCI systems, a more…
Most scientists are aware that, in addition to the traditional and subscription-based publication model, there is also the possibility of publishing their research in open access. Various surveys show that scientists are in favour of this…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, 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…
Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how…
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…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Educational games have been widely used to teach children about cyber security. This systematic literature review reveals evidence of positive learning outcomes, after analysing 91 such games reported in 68 papers published between 2010 and…
Contributing to OSS projects can help students to enhance their skills and expand their professional networks. However, novice contributors often feel discouraged due to various barriers. Gamification techniques hold the potential to foster…
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…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
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…