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相关论文: Gamification in Science: A Study of Requirements i…

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Reproducibility should be a cornerstone of scientific research and is a growing concern among the scientific community and the public. Understanding how to design services and tools that support documentation, preservation and sharing is…

人机交互 · 计算机科学 2019-03-15 Sebastian S. Feger , Sünje Dallmeier-Tiessen , Albrecht Schmidt , Paweł W. Woźniak

The reproduction and replication of research results has become a major issue for a number of scientific disciplines. In computer science and related computational disciplines such as systems biology, the challenges closely revolve around…

软件工程 · 计算机科学 2017-07-31 Tom Crick , Benjamin A. Hall , Samin Ishtiaq

Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…

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

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…

计算机与社会 · 计算机科学 2023-09-25 Kashif Ishaq , Atif Alvi

Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…

计算机与社会 · 计算机科学 2023-09-27 Ana Carolina Tomé Klock , Brenda Salenave Santana , Juho Hamari

Advances in technology, a growing pool of sensitive data, and heightened global tensions has increased the demand for skilled cybersecurity professionals. Despite the recent increase in attention given to cybersecurity education,…

密码学与安全 · 计算机科学 2025-02-11 Dylan Huitema , Albert Wong

Reproducibility should be a cornerstone of science as it enables validation and reuse. In recent years, the scientific community and the general public became increasingly aware of the reproducibility crisis, i.e. the wide-spread inability…

人机交互 · 计算机科学 2020-12-07 Sebastian Stefan Feger

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…

综合经济学 · 经济学 2021-04-20 Nicholas Dacre , Vasilis Gkogkidis , Peter Jenkins

Reproducibility is a fundamental requirement of the scientific process since it enables outcomes to be replicated and verified. Computational scientific experiments can benefit from improved reproducibility for many reasons, including…

数据库 · 计算机科学 2019-09-04 Maria Luiza Mondelli , A. Townsend Peterson , Luiz M. R. Gadelha

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…

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

This paper investigates the reproducibility of computational science research and identifies key challenges facing the community today. It is the result of the First Summer School on Experimental Methodology in Computational Science…

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…

软件工程 · 计算机科学 2020-11-17 Daniel Porto , Gabriela Jesus , Fabiano Ferrari , Sandra Fabbri

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

Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…

人机交互 · 计算机科学 2020-08-14 Armando Toda , Paula Palomino , Luiz Rodrigues , Wilk Oliveira , Lei Shi , Seiji Isotani , Alexandra Cristea

Reproducibility is widely acknowledged as a fundamental principle in scientific research. Currently, the scientific community grapples with numerous challenges associated with reproducibility, often referred to as the ''reproducibility…

软件工程 · 计算机科学 2024-09-16 Benjamin A. Antunes , David R. C. Hill

In recent years, the research community has raised serious questions about the reproducibility of scientific work. In particular, since many studies include some kind of computing work, reproducibility is also a technological challenge, not…

软件工程 · 计算机科学 2023-08-03 Lázaro Costa , Susana Barbosa , Jácome Cunha

This study explores the role of gamification in enhancing academic library services in India by surveying library leaders across various institutions. Using game-like elements in non-game contexts, gamification can boost user engagement and…

计算机与社会 · 计算机科学 2025-08-05 Subaveerapandiyan A , Pragya Lohia , Dattatraya Kalbande , Naved Ahmad , Kailash Chand Sharma

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
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