Search results for "Gamification"

showing 10 items of 63 documents

Gamification or Game Design? A case study in the field of sustainable commuting

2022

In the last few years, the debate among designers and sustainability experts has brought attention to many different behavioural change approaches and techniques and particularly on “gamification” processes able to better motivate and engage students or even nudge people (consumers) to more environmentally and socially responsible habits (Mousumi, 2021).But since 2011, most of the contradictions about “gamifying” boring or unpleasant experiences have been loudly shared by game designers and thinkers worldwide (Bogost, 2014). It seems that the goal of changing people’s unsustainable behaviours can be achieved by designing brand new sustainable experiences instead of gamifying the unsustainab…

Settore ICAR/13 - Disegno Industrialegamification sports game sustainable mobility
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Redrawing the Past, reimaiging the Future. Gamification project for the reinterpretation of historical architecture

2021

The objectives of the work we present concern the reinterpretation of architectural traces of the past with a "gamification" project for educational laboratories to be activated in schools of different order and grade. The methodology used starts from the 3D-reconstruction of disappeared architectures, urban plots where the stratification lends itself to different interpretations, based on the documentary information found and the hypotheses that can be spent directly from reading the artefact. Then it translates everything into diversified outputs to tell the evolution of the monument and the site and its conjectural reconfiguration: from immersive 3D visualization to 3D printing of modula…

Settore ICAR/17 - DisegnoGamification Immersive Three-dimensional Visualization 3D Printing Unbuilt Architecture.
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La proposta di regolamento MiCA e la disciplina delle pratiche commerciali scorrette

2022

The most part of European and domestic supervisory authorities have underlined the likelihood that either the issuing and the negotiation of cryptoassets may be the final outcome of unfair and deceptive commercial practices. The discipline laid down by the Directive 2005/29/ CE – now expressely recalled by the MiCAR Proposal – seems to be crucial for the best functioning of the market at stake. The Author stresses how the interplay between «horizontal» and «vertical» measures needs the interpreters play a pivotal role, in order to grant the best understanding of the circumstances of the case as well as the best using of the «professional diligence» general clause.

Settore IUS/05 - Diritto Dell'EconomiaUnfair Commercial Practices MiCAR Proposal GamificationSettore IUS/01 - Diritto Privato
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Progettare Startup. Virtù imprenditoriali, modelli di business, piani di fattibilità, gamification.

2019

The book regards the startup process by considering different theoretical frameworks, various business models and techniques, all of that discussing about their strenghts and weaknesses. It introduces innovative approaches to the process, such as the one of gamification, and it pays attention on the human premises of a successful business: the role of the entrepreneurial virtues.

Settore SECS-P/07 - Economia Aziendalestartup entreprenurial virtues business model business plan gamification crowdfunding.Settore SECS-P/08 - Economia E Gestione Delle Imprese
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Raising awareness on Sustainable Development Goals (SDGs) through Lego Serious Play (LSP)

2020

[EN] In September 2015, world leaders agreed on a new sustainable development agenda based on a set of global goals aimed at eradicating poverty, ensuring planet protection and guaranteeing prosperity for future generations (Stafford-Smith et al., 2017). Since then, the education sector has played a fundamental role, not only raising awareness among young people about the importance of Sustainable Development Goals (SDGs) but also promoting innovative ideas around sustainability (Owens, 2017). SDGs implementation needs of business actors rethinking their understanding of economic growth, taking into consideration not only economic aspects but also social and ecological concerns (Crespo et a…

Sustainable developmentbusiness.industrySustainable Development Goals (SDG)DocumentationPublic relationsSerious playRaising (linguistics)GamificationLego Serious Play (LSP)DocumentationPolitical sciencebusinessInnovationTeaching Technologies
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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
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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
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Geimifikācija angļu valodas stundās jaunākā vecuma skolēnu iesaistes mācībās paaugstināšanai

2018

Savas prakses laikā šī diplomdarba autore novēroja skolēnu regulāru nevēlēšanos iesaistīties angļu valodas stundās. Šis novērojums pamudināja autori veikt gadījuma izpēti par to, kā geimifikācijas izmantošana mācību procesā varētu paaugstināt skolēnu iesaisti mācībās. Gadījuma izpētē tika novērotas 4. klases angļu valodas stundas, kā arī tika izveidota izglītojoša platforma ar spēļu elementiem un izmantota kopā ar 4. klases skolēniem. Lai nodrošīnātu triangulāciju, diplomdarba autore aptaujāja 15 skolēnus un intervēja novērojošo skolotāju. Izpētes rezultāts parāda, kā geimifikāciju iesaiste angļu valodas stundās veicina skolēnu iesaisti mācību procesā un palīdz skolotājiem pasniegt vielu ef…

angļu valodas stundasPedagoģijageimifikācijagamification4. klaseEnglish lessons
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Gamifying Teacher Students’ Learning Platform

2020

This paper presents initial results from a study exploring teacher students’ experiences related to the gamification of an online learning platform in higher education. The aim was to get an understanding of the participants’ views regarding the use of game elements and to examine the user type profile of this group in order to explore the potential of applying user types in planning gamification solutions for teacher students. The participants’ overall experience of having game elements as part of their course platform was principally positive. User types students presented were investigated using the Hexad scale adapted from game design: in this user group, Socialiser and Philanthropist w…

applied computingHigher educationonline learning050801 communication & media studiespelillistäminen0508 media and communicationsGame designMathematics educationgamificationopettajankoulutuseducationFocus (computing)business.industryOnline learning05 social sciences050301 educationblended learningoppimisalustatverkko-oppiminenTeacher educationuser typesBlended learningteacher studentsInformation and Communications Technologyhigher educationScale (social sciences)Psychologybusiness0503 educationEighth International Conference on Technological Ecosystems for Enhancing Multiculturality
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Elena+ Care for COVID-19, a Pandemic Lifestyle Care Intervention: Intervention Design and Study Protocol

2021

Background: The current COVID-19 coronavirus pandemic is an emergency on a global scale, with huge swathes of the population required to remain indoors for prolonged periods to tackle the virus. In this new context, individuals' health-promoting routines are under greater strain, contributing to poorer mental and physical health. Additionally, individuals are required to keep up to date with latest health guidelines about the virus, which may be confusing in an age of social-media disinformation and shifting guidelines. To tackle these factors, we developed Elena+, a smartphone-based and conversational agent (CA) delivered pandemic lifestyle care intervention.Methods: Elena+ utilizes varied…

digital coachingchatbotcoronavirus–COVID-19digital healthconversational agent (CA)gamificationPublic aspects of medicineRA1-1270Frontiers in Public Health
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