相关论文: Gamification with Purpose: What Learners Prefer to…
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…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
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…
There are countless reasons cited in scientific studies to explain the difficulties in programming learning. The reasons range from the subject's complexity, the ineffective teaching and study methods, to psychological aspects such as…
Decision Support Systems (DSS) play a crucial role in enabling non-expert designers to explore complex, performance-driven design spaces. This paper presents a gamified decision-making framework that integrates game engines with real-time…
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…
Gamification is an emerging technique to enhance motivation and performance in traditionally unengaging tasks like software testing. Previous studies have indicated that gamified systems have the potential to improve software testing…
The mastery of Hijaiyah letters is a crucial foundation for reading and comprehending the Quran, yet conventional pedagogical approaches based on repetitive memorization frequently struggle to maintain the engagement of young learners in…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
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…
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…
Exploratory testing, known for its flexibility and ability to uncover unexpected issues, often faces challenges in maintaining systematic coverage and producing reproducible results. To address these challenges, we investigate whether…
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…
AI-supported tools can help learners overcome challenges in programming education by providing adaptive assistance. However, existing research often focuses on individual tools rather than deriving broader design recommendations. A key…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
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…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
As road transportation has been identified as a major contributor of environmental pollution, motivating individuals to adopt a more eco-friendly driving style could have a substantial ecological as well as financial benefit. With…
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…
The ultimate goals of serious education games (SEG) are to facilitate learning and maximizing enjoyment during playing SEGs. In SEG development, there are normally two spaces to be taken into account: knowledge space regarding learning…