Gamifying education: what is known, what is believed and what remains uncertain: a critical review

C Dichev, D Dicheva - International journal of educational technology in …, 2017 - Springer
Gamification of education is a developing approach for increasing learners' motivation and
engagement by incorporating game design elements in educational environments. With the …

[HTML][HTML] Gamification for health and wellbeing: A systematic review of the literature

D Johnson, S Deterding, KA Kuhn, A Staneva… - Internet …, 2016 - Elsevier
Background Compared to traditional persuasive technology and health games, gamification
is posited to offer several advantages for motivating behaviour change for health and well …

Gamified crowdsourcing: Conceptualization, literature review, and future agenda

B Morschheuser, J Hamari, J Koivisto… - International Journal of …, 2017 - Elsevier
Two parallel phenomena are gaining attention in human–computer interaction research:
gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of …

Cooperation or competition–When do people contribute more? A field experiment on gamification of crowdsourcing

B Morschheuser, J Hamari, A Maedche - International Journal of Human …, 2019 - Elsevier
Abstract Information technology is being increasingly employed to harness under-utilized
resources via more effective coordination. This progress has manifested in different …

Designing cooperative gamification: Conceptualization and prototypical implementation

B Morschheuser, A Maedche, D Walter - … of the 2017 ACM Conference on …, 2017 - dl.acm.org
Organizations deploy gamification in CSCW systems to enhance motivation and behavioral
outcomes of users. However, gamification approaches often cause competition between …

The effect of badges on the engagement of students with special educational needs: A case study

O Sitra, V Katsigiannakis, C Karagiannidis… - Education and …, 2017 - Springer
This paper addresses the perceived benefits from gamification in the context of special
education. It presents the findings of a study evaluating the effects of a specific gamification …

Gamification for self-tracking: From world of warcraft to the design of personal informatics systems

A Rapp - Proceedings of the 2018 CHI conference on human …, 2018 - dl.acm.org
World of Warcraft (WoW) may be a source of inspiration to enrich the Personal Informatics
systems user's experience and, at the same time, improve gamification design. Through the …

Increasing intranet usage through gamification--insights from an experiment in the banking industry

B Morschheuser, C Henzi, R Alt - 2015 48th Hawaii …, 2015 - ieeexplore.ieee.org
This paper applies gamification to leverage the use of information for information-intensive
business tasks in the context of corporate intranets. It presents the results of an online …

[HTML][HTML] Translating promoting factors and behavior change principles into a blended and technology-supported intervention to stimulate physical activity in children …

A Brons, K Braam, A Broekema… - JMIR formative …, 2022 - formative.jmir.org
Background Children with asthma can decrease the impact of their disease by improving
their physical activity (PA). However, health care providers lack interventions for children …

[图书][B] Design and application of quantified self approaches for reflective learning in the workplace

V Rivera Pelayo - 2015 - books.google.com
Learning by reflection is one of the core processes for improving work performance. We
provide a novel approach for reflective learning support by transferring and adapting …