中文
相关论文

相关论文: Pros and cons gamification and gaming in classroom

200 篇论文

We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom…

物理教育 · 物理学 2016-07-19 Pratim Sengupta , Doug Clark

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…

物理教育 · 物理学 2020-04-14 Margarida Romero

Posing high-quality problems is a critical skill to be possessed by students in learning mathematics. However, it is still limited in literature in answering whether problem posing learning model effective in improving students' learning…

物理教育 · 物理学 2020-02-12 Agatha Puri Christidamayani , Yosep Dwi Kristanto

The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…

物理教育 · 物理学 2019-01-04 Janelle Resch , Ireneusz , Ocelewski , Judy Ehrentraut , Michael Barnett-Cowan

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…

人机交互 · 计算机科学 2020-02-11 Athanasios Mazarakis , Paula Bräuer

Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…

计算机与社会 · 计算机科学 2020-04-17 Domna Chiotaki , Kostas Karpouzis

The introduction of serious games as pedagogical supports in the field of education is a process gaining in popularity amongst the teaching community. This article creates a link between the integration of new pedagogical solutions in…

计算机与社会 · 计算机科学 2017-10-24 Raphaël Marczak , Pierre Hanna , Christine Hanna

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…

人机交互 · 计算机科学 2017-08-22 Anna Iurchenko

Gamification has the potential to make significant contributions to financial product delivery, Fintech services, and inclusive growth. The integration of gamification into FinTech applications has shown a positive correlation with the…

计算机科学与博弈论 · 计算机科学 2024-02-28 Latifeh PourMohammadBagher , Najmieh Sadat Safarabadi

Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…

人机交互 · 计算机科学 2024-11-19 Carlos J. Costa , Joao Tiago Aparicio , Manuela Aparicio , Sofia Aparicio

Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context,…

软件工程 · 计算机科学 2019-06-05 M. Schmidt-Kraepelin , S. Lins , S. Thiebes , A. Sunyaev

We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…

计算机与社会 · 计算机科学 2023-05-29 Ying Tang , Ryan Hare

In this small scale study we demonstrate how a gamified teaching setup can be used effectively to support student learning in a quantum mechanics course. The quantum mechanics games were research games, which were played during lectures and…

物理教育 · 物理学 2015-06-29 Ole Eggers Bjælde , Mads Kock Pedersen , Jacob Sherson

Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…

综合经济学 · 经济学 2025-08-11 Jiasheng Zhu , Luyao Zhang

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…

软件工程 · 计算机科学 2024-02-02 Óscar Pedreira , Félix García , Mario Piattini , Alejandro Cortiñas , Ana Cerdeira-Pena

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…

软件工程 · 计算机科学 2024-07-08 Italo Santos , Katia Romero Felizardo , Marco A. Gerosa , Igor Steinmacher

This study examines the integration of digital tools in project-based learning within a Biomedical Engineering course to enhance collaboration, transparency, and assessment fairness. Building on prior pilot experiences, we implemented a…

计算机与社会 · 计算机科学 2025-09-09 Gonzalo R. Ríos-Muñoz , Caterina Fuster-Barcelo , Arrate Muñoz-Barrutia

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…

计算机与社会 · 计算机科学 2017-02-27 Ali Shameli , Tim Althoff , Amin Saberi , Jure Leskovec

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…

计算机与社会 · 计算机科学 2019-03-08 Matt Dixon , Nalin Asanka Gamagedara Arachchilage , James Nicholson

The use of new technologies in higher education has surprisingly emphasized students' tendency to adopt a passive behavior in class. Participation and interaction of students are essential to improve academic results. This paper describes…