L Cohen, L Manion, K Morrison - 2002 - taylorfrancis.com
This is a new edition of one of our best-selling textbooks. The authors have thoroughly updated the fourth edition and included more text on current developments in research …
S Deterding - Gamification: Using game design elements in non …, 2011 - researchgate.net
An increasing number of applications use game design elements to motivate user behavior in non-game contexts. Yet current models of video game motivation do not connect to the …
This book, first published in 2000, is about children's learning and problem-solving behaviour. It reflects the increasingly close integration seen in recent years between social …
S Deterding - Proceedings of the 2016 chi conference on human …, 2016 - dl.acm.org
Autonomy experience constitutes a core part of the intrinsic motivation of playing games. While research has explored how autonomy is afforded by a game's design, little is known …
S Ko - Educational psychology, 2002 - Taylor & Francis
This study explored ways to analyse gains in children's cognitive skills through playing computer games. Eighty-seven children aged from 7 to 10 years participated in a computer …
S Deterding - Digital make-believe, 2016 - Springer
Gameful and playful design aspire to make existing activities and systems more engaging by infusing them with the engaging qualities of games and toys. One such quality is make …
A presente investigação tem como objectivo descrever e analisar os processos de integração das novas tecnologias da informação e da comunicação num estabelecimento …
Digital games have become the most popular medium of our time, having even surpassed the movie industry in terms of sales. Arguably, digital games offer some of the most …
Medien sind in unserem Alltag allgegenwärtig. Dreieinhalb Stunden sehen die Deutschen täglich fern, zwei Stunden surfen sie im Internet, drei Stunden hören sie (nebenbei) Radio …