R Sobrino-Duque, N Martínez-Rojo… - International Journal of …, 2022 - Elsevier
This paper presents the results of an educational experiment conducted to determine whether an automated, card-based gamification strategy has an impact on the learning of …
Context Gamification has been proven to increase engagement and motivation in multiple and different non-game contexts such as healthcare, education, workplace, and marketing …
LS Ferro - Entertainment Computing, 2021 - Elsevier
Existing research in player typologies has presented theories to try and explain players' behavior during gameplay. Many typologies are context or genre specific and therefore are …
This paper presents three experiments to assess the impact of gamifying an audience response system on the perceptions and educational performance of students. An audience …
Gamification design is a complex process. Existing gameful design methods generally focus on high level motivational considerations. In order to provide designers with the tools to …
M Raftopoulos - Proceedings of the annual meeting of the Australian …, 2015 - dl.acm.org
This paper presents a card-based toolset to assist in the gamification design process for business processes, products and services. Grounded in the concepts of design games and …
M Raftopoulos - 2016 - researchrepository.rmit.edu.au
How Organisations Play: Creating Stakeholder Value with Enterprise Gamification Page 1 How Organisations Play: Creating Stakeholder Value with Enterprise Gamification A thesis submitted …
Gamification, the use of game elements in non game contexts, is becoming widely used in the educational field to enhance learner engagement, motivation, and performance. Many …
M Thongmak - Online Journal of Applied Knowledge Management …, 2018 - iiakm.org
Gamification has become popular in education. However, gamified classroom activity together with assessment activity are not yet much explored. In this study, the gamification …