Search results for "Gamification"

showing 10 items of 63 documents

Is it a tool or a toy? How user's conception of a system’s purpose affect their experience and use

2019

The boundary between hedonic and utilitarian information systems has become increasingly blurred during recent years due to the rise of developments such as gamification. Therefore, users may perceive the purpose of the same system differently, ranging from pure utility to pure play. However, in literature that addresses why people adopt and use information systems, the relationship between the users conception of the purpose of the system, and their experience and use of it has not yet been investigated. Therefore, in this study we investigate the interaction effects between users’ utility-fun conceptions of the system and the perceived enjoyment and usefulness from its use, on their post-…

dual information systemspelillistäminenpost-adoption intentionsjoukkoistaminenuser conceptiongamificationcrowdsourcingkäyttäjäkokemustietojärjestelmät
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Robomaths: Robotics to Learn Matematics in a Architecture Degree

2020

The abstract part of mathematics is a difficult matter included in many subjects in university degrees. Specifically, in architecture degrees students lack interest in this topic if they don’t experience its immediate application. In addition, technological skills are required at every educational level and the students of these degrees are usually more interested in art than in technology. With the aim of encouraging architecture students' interest in mathematics and technology, a methodology is presented here that includes the use of robotics in maths lectures. The key idea is to make the abstract part of mathematics understandable by means of robots.

educational roboticsmobile robotsComputingMilieux_COMPUTERSANDEDUCATIONstrategic innovationgamificationsustainabilityMathematics
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Bibliometrics applied to gamification as a digital learning strategy

2019

Este trabajo se interesa por un tema de actualidad como es la gamificación en educación, una interesante estrategia didáctica para responder a los alarmantes datos sobre fracaso y abandono escolar obtenidos año tras año en las pruebas diagnósticas realizadas en el ámbito europeo. A través del estudio bibliométrico de la producción científica se ha analizado las principales tendencias en gamificación, como práctica mediada por la tecnología en las aulas de las diferentes etapas educativas, a través de 137 documentos alojados en la base de datos Scopus y publicados en la última década. En los resultados se revela que el número de documentos se ha incrementado notablemente en los últimos años;…

estrategia de aprendizajeTechnologyjuegoinvestigación sobre literatura científica02 engineering and technologyEducationDatabaseBibliometria0202 electrical engineering electronic engineering information engineeringLearningEstrategia educativainiciación informáticafracaso escolarAprendizaje05 social sciencesTecnología:3 - Ciencias sociales::37 - Educación. Enseñanza. Formación. Tiempo libre [CDU]050301 education020207 software engineeringBase de datostecnología de la educaciónGamificationGamificacióninnovación pedagógicaEducational strategy0503 education
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To Gamify or Not to Gamify? : Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation

2016

Gamification and different exercise applications have become increasingly popular in recent years. The common purpose of gamification is to enhance one’s motivation and engagement to certain activities. Gamification has been commonly understood as the use of game elements in non-game context. In this paper, we propose a divide between the process and the experience of gamification. This paper is the first to propose such division and the results demonstrate its necessity. Gamification exists also in many exercise applications. The purpose of this study is to explore how the use of an exercise application affects users’ exercise motivation and behaviour by concentrating especially on the rol…

experience of gamificationpelillistäminenliikuntateknologiaexercise applicationprocess of gamificationeHealth motivation
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Using game elements to increase students’ motivation for providing peer assistance

2017

Master's thesis Multimedia and Educational Technology MM500 - University of Agder 2017 Abstract Peer assistance is a support system where people of equal status help each other solve problems. It is also a recognized method within education where students support each other with their assignments. The positive effect of peer assistance is well known, and it would be favorable if more students participated and took on the role as peer-teachers. To increase the activity of peer assistance, several incentives can be used, including game elements. In “Using game elements to increase peer assistance among university students”, (Nordengen & Brinch, 2016, p. 1) tried to predict which game elements…

game elementsMM500motivation21st century skillsgamificationpeer assistancemobile applicationVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550::Annen informasjonsteknologi: 559VDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280
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What’s the name of the game? : Historiallinen empatia ja pelillisyys historian opetuksessa

2019

Historian opetuksen yhteydessä on viimeisten kahden vuosikymmenen aikana puhuttu erityisesti opetuksen suuntaamisesta sisältöjen opettamisesta historian taitojen ja demokraattisena kansalaisena toimimisen suuntaan. Tavoitteet edellyttävät myös käytäntöjen muuttumista. Tässä artikkelissa tarkastellaan lukion historian opetusta opetuskokeilun kautta. Kokeilussa hyödynnettiin pelillisyyttä sekä historiallista empatiaa. Kahdeksan tuntia kestäneen pelin aikana opiskelijoiden tehtävänä oli konstruoida tietoa vuonna 1957 tapahtuneesta ampumavälikohtauksesta presidentin kesäasunnolla Kultarannassa. Aineisto kerättiin opetuskokeilun yhteydessä (N = 30 lukiolaista) kyselylomakkeen ja haastattelun avu…

history teachingoppiminenhistorian opetuslukiohistorian oppiminenhistorical empathyhistoriapelillisyysopetuslukiokoulutuspelillistäminenpelitupper secondary schoolempatiaopetusmenetelmätgamificationhistory learninghistoriallinen empatia
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“Learning from real life and not books”: A gamified approach to Business English task design in transatlantic telecollaboration

2017

This paper deals with task design in the context of a telecollaboration project which was carried out in a Business English course among students from Spain and the United States. The goal was to provide students with opportunities to develop linguistic, intercultural and digital competences by interacting and collaborating online with native speakers of the target language. A task-based approach was adopted and enriched by gamification, the different tasks being designed with a view towards engaging students intrinsically in the learning process. This was achieved by means of the adoption of gamification strategies and techniques such as the use of points, performance graphs, quests, avata…

lcsh:Language and Literaturelcsh:Philology. LinguisticsBusiness Englishlcsh:P1-1091task designlcsh:PgamificationtelecollaborationIbérica
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Software Startup ESSENCE : How Should Software Startups Work?

2020

Software startups need to work in a systematic fashion just like mature organizations. However, existing software engineering methods and practices are not aimed at software startups. They do not account for the business aspect of startups and may not be well suited for software startups in general. The Lean Startup Methodology on the other hand contains some useful practices for software startups but is nonetheless impractical, offering little in the way of telling you what to do. Software startups are thus required to tailor their own method. Currently, many software startups simply work ad hoc or use various Agile methods and practices. In terms of Agile methods and practices, little con…

liiketoimintamallitbusiness.industryComputer sciencestartup essencestartup gamificationstartup-yrityksetSEMAT essenceSoftwareWork (electrical)startup methodologyliiketoimintaohjelmistoalabusinessLean startupSoftware engineeringAgile software development
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Wellness Technology Use in Everyday Life: A Diary Study

2017

Digital wellness technologies and their use have become exceedingly popular. More and more people are using them in their everyday lives. Respectively, the need to understand their users and usage has increased. This study aims to deepen the understanding of how people use and perceive wellness technologies in their everyday lives. Empirically, the study is based on diaries collected from 18 participants over a six-week period, which are analysed using thematic analysis. The results show that the use of wellness technologies can positively influence wellness motivation. Further, they can help people to learn more about their own wellness related behaviour and its effects (learning-effect). …

liikuntateknologiakuntoliikuntaApplied psychology030229 sport sciencespäiväkirjatdigitaalitekniikka03 medical and health sciencespelillistäminen0302 clinical medicineurheiludiary studyeHealtheHealth030212 general & internal medicinewellness technologyEveryday lifePsychologydigital wellnessterveysself-gamification
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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
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