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相关论文: Validating the Effectiveness of Data-Driven Gamifi…

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Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…

计算机与社会 · 计算机科学 2026-01-19 Khondokar Fida Hasan , William Hughes , Adrita Rahman

Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…

计算机与社会 · 计算机科学 2024-07-08 Giulio Barbero , Marcello M. Bonsangue , Felienne F. J. Hermans

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

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 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…

多媒体 · 计算机科学 2025-12-18 Sarah Kaißer , Markus Kleffmann , Kristina Schaaff

This study designed a personality-based gamification model for E-learning systems. It also implemented the model and evaluated the performance of the gamification model implemented. These were with a view to developing a model for gamifying…

人机交互 · 计算机科学 2024-05-08 Afvensu Enoch Ibisu

The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster…

人机交互 · 计算机科学 2019-03-07 Sebastian S. Feger , Sünje Dallmeier-Tiessen , Paweł W. Woźniak , Albrecht Schmidt

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…

人机交互 · 计算机科学 2017-09-29 Angela He

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

The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…

计算机与社会 · 计算机科学 2017-08-31 Iulian Furdu , Cosmin Tomozei , Utku Kose

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

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…

人机交互 · 计算机科学 2022-03-29 Luiz Rodrigues , Armando M. Toda , Wilk Oliveira , Paula T. Palomino , Julita Vassileva , Seiji Isotani

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

Appearance-based gaze estimation, which uses only a regular camera to estimate human gaze, is important in various application fields. While the technique faces data bias issues, data collection protocol is often demanding, and collecting…

人机交互 · 计算机科学 2024-09-04 Mingtao Yue , Tomomi Sayuda , Miles Pennington , Yusuke Sugano

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…

人机交互 · 计算机科学 2021-03-16 Katie Seaborn

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…

人机交互 · 计算机科学 2024-04-17 Julieana Moon , Naimul Khan

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…

计算机与社会 · 计算机科学 2024-07-11 Daniel López-Fernández , Aldo Gordillo , Jennifer Pérez , Edmundo Tovar

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

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…

密码学与安全 · 计算机科学 2023-06-14 Abdulrahman Hassan Alhazmi , Nalin Asanka Gamagedara Arachchilage

Gamification is the use of game elements such as points, leaderboards, and badges in a non-game context to encourage a desired behavior from individuals interacting with an environment. Recently, gamification has found its way into software…

软件工程 · 计算机科学 2022-08-12 Patrick Ayoup , Diego Elias Costa , Emad Shihab