相关论文: Gamification with Purpose: What Learners Prefer to…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
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…
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…
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
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…
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.…
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…
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…
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…
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…
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…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Large class sizes challenge personalized learning in schools, prompting the use of educational technologies such as intelligent tutoring systems. To address this, we present an AI-driven personalization system, called ZPDES, based on the…
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…
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,…
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…
Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…
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,…