相关论文: Gamification Preferences in Digital Education: The…
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…
This study investigates learners' preferences for game design elements (GDEs) in educational contexts to inform the development of purpose-driven gamification strategies. It emphasizes a learner-centered approach that aligns gamification…
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…
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…
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…
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…
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…
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.…
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…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
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…
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…
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. With today's high educational demands as well as the lack of time provided for certain courses, classical…
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…
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…
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…
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…
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,…
Providing customized products and services in the modern business world is one of the most efficient solutions to improve users' experience and their engagements with the industries. To aim, recommender systems, by producing personalized…