Search results for "gamification"
showing 10 items of 63 documents
MUV: A Game to Encourage Sustainable Mobility Habits
2019
This working paper investigates the question of changing people mobility towards more sustainable habits involving them in an engaging gameplay. The work is performed within MUV H2020 research and innovation action. The game design, definition and features have been co-created through the involvement of different citizens and stakeholders in six European neighbourhoods. The paper discusses the game design as resulting from co-creation and co-design experiences with each neighbourhood communities involved in initial phases. The paper argues that the local co-design activities have influenced the game definition, together with the community engagement approach. The MUV gameplay approach resul…
La gamification au service de la médiation des savoirs : une motivation dans le cadre de l’éducation thérapeutique digitale contre l’obésité ?
2022
To curb the worsening of obesity, health professionals are using digital tools to propose solutions to their patients. This paper focuses on the possible motivation brought by gamification within digital therapeutic education for obesity. Hoping to increase the adherence and motivation of users, the platform studied aimed at proposing learning thanks to games. In a questionnaire delivered to the users of the platform, we note elements that make us wonder about the effectiveness of this game-based learning on important medical notions for patients in the follow-up of their disease. In spite of an effective mediation of biomedical knowledge, this paper questions the effect of gamification as …
Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…
2017
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…
Utilización de Kahoot! en las clases teóricas de Anatomía Patológica: mejorando la motivación e interacción en la docencia virtual
2021
[EN] Faced with the COVID-19 pandemic situation, education has had to adapt to online teaching, trying to preserve the essential student-teacher interaction. In this project we used the interactive tool Kahoot! in the theory lectures of Special Anatomical Pathology of the Degree in Medicine, which were fully taught online. The games consisted of questions about the lesson´s contents, to strengthen learning and self-evaluation. After playing Kahoot!, results were discussed to highlight important concepts and explain doubts. The perception of the students was evaluated through an online survey. The results indicate that using Kahoot! in the theory classes has been very satisfactory and has en…
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…
Mental health service users' and professionals' relationship with games and gaming
2017
Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…
Spēļošanas elementi runāšanas aktivitātēs angļu valodas runātprasmes veicināšanai 3.klasē
2021
Angļu valoda kā svešvaloda ir sarežģīta valoda latviešu skolēnu apguvei. Darba autores pieredzē skolēniem trūkst pārliecības par sevi, lai runātu angliski. Šādu problēmu var skaidrot ar personības iezīmēm, vārdu krājuma trūkumu vai bailēm. Diplomdarba pētījuma mērķis ir izzināt, kā spēļošanas elementi runāšanas aktivitātēs var iedrošināt 3.klases skolēnus iesaistīties runāšanas aktivitātēs kādā no Rīgas pamatskolām. Pētījuma metode ir gadījuma pētījums, kas ietver analīzi par skolēnu iesaistīšanos runāšanas aktivitātēs, novērojumus no stundām ar spēļošanas elementu aktivitātēm un intervijas ar divām 3.klases angļu valodas kā svešvalodas skolotājām kā datu ieguves metodes. Tika atklāts, ka s…
Resultados de un programa de educación postural, con una intervención gamificada vs intervención tradicional
2021
[Resumen] La metodología de enseñanza adoptada por el profesorado puede influir en los niveles de participación y aprendizaje del alumnado. El objetivo principal de este estudio fue comparar el efecto de dos programas de intervención de educación postural en función de la metodología utilizada. Un total de 36 estudiantes (19 niñas y 17 niños) de 1º de Educación Secundaria Obligatoria participaron en el estudio. En el primer programa de intervención se aplicó una metodología gamificada, mientras que en el segundo se empleó una metodología tradicional. Ambos programas de intervención se llevaron a cabo a lo largo de 6 sesiones. Se analizaron los contenidos teóricos a través de dos cuestionari…
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.
creación de relatos digitales no lineales como herramienta intercultural en el ámbito de la filología francesa
2021
Este artículo aborda la importancia de la gamificación como forma de innovación docente en contextos universitarios, concretamente en la docencia de lengua y literatura francesas, para nuestro alumnado nativo digital. La creación de serious games pueden incentivarlo, generando una participación activa en la materia y mejores resultados académicos. Concretamente, la creación de ficciones interactivas basadas en hipertextos a través de una herramienta bastante novedosa llamada Twine, nos ha llevado a realizar talleres en clase de TICE en el Grado de LML de la UV con asombrosos resultados. Vamos a analizarlos y a ofrecer ejemplos didácticos para implementar esta herramienta en el aula en conte…