Search results for "Gamification"

showing 10 items of 63 documents

Motivating Physical Activity for Individuals with Intellectual Disability through Indoor Bike Cycling and Exergaming.

2022

People with intellectual disabilities have more sedentary lifestyles than the general population. Regular physical activity is of both medical and social importance, reducing the risk of cardiovascular disease and promoting functioning in everyday life. Exergames have been envisioned for promoting physical activity; however, most of them are not user-friendly for individuals with intellectual disabilities. In this paper, we report the design, development, and user acceptance of a mobile health solution connected to sensors to motivate physical activity. The system is mounted on an indoor stationary bicycle and an ergometer bike tailored for people with intellectual disabilities. The develop…

VDP::Medisinske Fag: 700::Helsefag: 800Health Toxicology and MutagenesisIntellectual DisabilityPublic Health Environmental and Occupational HealthHumansintellectual disability; physical activity; mHealth; exergames; gamificationExerciseExergamingBicyclingInternational journal of environmental research and public health
researchProduct

A VR-Enhanced Rollover Car Simulator and Edutainment Application for Increasing Seat Belt Use Awareness

2021

Most countries have active road safety policies that seek the objective of reducing deaths in traffic accidents. One of the main factors in this regard is the awareness of the safety measures, one of the most important being the correct usage of the seat belt, a device that is known to save thousands of lives every year. The presented work shows a VR-enhanced edutainment application designed to increase awareness on the use of seat belts. For this goal, a motorized rollover system was developed that, synchronized with a VR application (shown in a head-mounted display for each user inside a real car), rolls over this car with up to four passengers inside. This way, users feel the sensations …

Computer Networks and CommunicationsComputer scienceContext (language use)02 engineering and technologySerious gameVirtual realitylaw.inventiontraffic safetyAeronauticslaw0202 electrical engineering electronic engineering information engineeringSeat beltPer capitagamificationawarenessserious gameSeguretat viària05 social sciencesedutainment050301 education020207 software engineeringQA75.5-76.95RolloverHuman-Computer InteractionRisk perceptionPsicologiaWork (electrical)Electronic computers. Computer sciencevirtual realityseat beltrollover simulator0503 educationComputers
researchProduct

Cultural Values’ Influences on Users’ Preferences for Gamification Techniques

2019

Gamification techniques such as badges, levels, roles, are widely adopted in information systems (IS). Though researchers have noted that cultural values may influence users' usage of IS, there is a lack of research regarding the relationship of cultural values and gamification techniques. Our study aims to contribute to this area. We propose that users' cultural values may influence how they are motivated and further influence their preferences toward specific gamification techniques. In this research in progress, we review cultural values, examine the currently adopted gamification techniques, and then propose how cultural values influence users' preferences toward specific gamification t…

pelillistäminenarvot (käsitykset)gamification techniquescultural valuesuser preferenceskulttuurierotkäyttäjäkokemustietojärjestelmät
researchProduct

Experimental macroeconomics: a role-playing experience among bachelor students

2020

This current innovative education project has the main goal of introducing students to experimental economics to help them better understand complex macroeconomic concepts. For this purpose, it is used an online experimental platform to develop a role-playing dynamic with which students become real economic agents. This gamified technique allows students to interact with each other in the goods and production factors markets and, thus, generate a circular flow studied as one of the main macroeconomic principles. The online platform is conceived as a two-sided website: on one hand, students are assigned a role and asked to make decisions; and, on the other, professors can instantaneously acc…

media_common.quotation_subjectMacroeconomicsDocumentationBachelorGamificationDocumentationRole playingMathematics educationRole playingInnovationExperimentsPsychologyTeaching Technologiesmedia_commonProceedings INNODOCT/20. International Conference on Innovation, Documentation and Education
researchProduct

Spēļu elementu(gamification)un kolektīvās inteliģences (crowdsourcing) izmantošana mārketingā, to pielietošanas iespējas Latvijā

2015

Jura Baldunčika maģistra darba „Spēļu elementu (gamification) un kolektīvās inteliģences (crowdsourcing) izmantošana mārketingā, to pielietošanas iespējas Latvijā” mērķis ir izpētīt gamification un crowdsourcing instrumentāriju, un to pielietošanas iespējas Latvijā no infrastruktūras, speciālistu un patērētāju perspektīvām. Darba teorētiskajā daļā autors pētījis un sintezējis gamification un crowdsourcing izmantošanai nepieciešamo zināšanu platformu balstoties gan uz jaunākajiem zinātnieku pētījumiem un zinātnisko literatūru, gan praksē ieviestiem piemēriem. Pētījuma otrajā daļā veikta pētījuma priekšmeta – interneta infrastruktūras un tā lietotāju analīze. Darba pēdējā daļā analizēta šo pi…

Vadībzinātnespēļu elementimārketingsgamificationcrowdsourcingkolektīvā inteliģence
researchProduct

How to motivate salespeople to use CRM system efficiently through gamification elements : case Finnish media company

2017

Consumers buying behavior has changed dramatically due to the development of digital sales. This has led companies to change their marketing strategy to become more cus-tomer-oriented. Nowadays companies are increasingly investing to different kind of in-formation system technologies. However, there are major shortcomings in the use of these systems. Many executives feel that systems are conducive to effective work and help in resource allocation. To achieve these goals, it is necessary to understand system requirements and the resources available to users. Specifically, salespeople’s motivation to use CRM system is crucial factor in system utilization. CRM system is collaborative tool, whi…

motivaatioMotivationpelillistäminenasiakkuudenhallintamyyntiSocial InfluenceCustomer Relationship ManagementGamificationCollaborationSalesyhteistyö
researchProduct

“Alimental, querido Watson” – Escape room virtual para la asignatura de Alimentación y Dietética

2021

[EN] "Alimental, querido Watson" is a digital educational escape room created for the subject "Nutrition and Dietetics" of the degree in Medicine at the University of Valencia. The objective of this activity was to maintain the students participation and adherence in the subject in spite of being teached in an on-line asynchronous way during the 2020/2021 academic year. Furthemore, we also wanted to encourage their learning by solving the different enigmas, always related to the contents of the subject. The results from this activity show that, as expected, students had a greater involvement and satisfaction with the activity, as well as a higher academic performance. Therefore, our experie…

Innovación educativaDieteticsMedicinaMethodologyAlimentaciónMetodologíaGamificationEscape RoomGamificaciónDietéticaEducación superiorMedicineEnseñanza superiorTecnologías y educaciónNutrition
researchProduct

Aprender finanzas conductuales experimentando

2021

[EN] In an ever-changing economic and business environment, it is especially interesting that students learn, and experiment with their own decision-making, about behavioral finance. This experience will provide them with a better understanding of the economic agents’ behavior in different real- life situations (auctions, pricing, negotiations, investing and financing decisions). By experimenting, they acquire solid knowledge about biases, rational and irrational behaviors, and motivations that govern economic life. Controlled economic experiments in the classroom, a gamification learning methodology, allow students to better understand complex economic-financial concepts such as the herdin…

Innovación educativaBehavioral financeExperimental economicsEducación superiorEconomía experimentalHigher educationAprender jugandoTecnologías y educaciónFinanzas conductualesGamificationLibro de Actas IN-RED 2021: VII Congreso de Innovación Edicativa y Docencia en Red
researchProduct

Corrigendum: Elena+ Care for COVID-19, a Pandemic Lifestyle Care Intervention: Intervention Design and Study Protocol

2021

Protocol (science)Coronavirus disease 2019 (COVID-19)business.industrycoronavirus-COVID-19Intervention designchatbotdigital healthPublic Health Environmental and Occupational HealthMental healthdigital coachingNursingIntervention (counseling)PandemicMedicineconversational agent (CA)gamificationPublic aspects of medicineRA1-1270businessFrontiers in Public Health
researchProduct

Pelillistäminen ja mobiilisovellukset

2013

Kitola, Mikael Pelillistäminen ja mobiilisovellukset Jyväskylä: Jyväskylän yliopisto, 2013, 27 s. Tietojärjestelmätieteet, kandidaatintutkielma Ohjaaja(t): Halttunen, Veikko; Varsaluoma, Jukka Tässä tutkielmassa käsitellään pelillistämistä ja sen käyttöä mobiilisovelluksissa. Tutkielmassa otetaan tästä ilmiöstä selvää ja vastataan kysymyksiin: mistä peleissä ja pelillistämisestä on oikein kyse, miksi ja miten pelillistämistä pyritään hyödyntämään mobiilisovelluksissa, miten siinä on onnistuttu ja millaista kritiikkiä se on saanut osakseen. Tuloksena voidaan tulkita, että mobiilisovelluksissa hyödynnetään vain suppeasti erilaisia pelielementtejä, mutta siitä huolimatta ainakin pelillistämist…

pelillistäminenmobiilisovelluksetgamificationgamifikaatio
researchProduct