BACKGROUND Gamification,the use of game materials in education,has been used in several scientific fields,and studies have demonstrated its effectiveness in student comprehension.AIM To evaluate whether the success of...BACKGROUND Gamification,the use of game materials in education,has been used in several scientific fields,and studies have demonstrated its effectiveness in student comprehension.AIM To evaluate whether the success of 4th-and 5th-grade dentistry students increases when using the gamification applications Kahoot!and Mentimeter.METHODS An experimental design was used to measure the effect of gamification applications on students who were taught using the traditional method.For this purpose,Mentimeter and Kahoot!applications were used in this experimental study.Three groups of 4th-and 5th-grade students were formed:Mentimeter,Kahoot!,and control groups.The effect of gamification applications on achievement was evaluated by administering a post-test to these groups after the instructional process.One-way analysis of variance and t-tests were used for statistical analyses.RESULTS A total of 35.5%of the students were in the Mentimeter group,29.8%in the Kahoot!group,and 34.6%in the control group.Of the total number of students,54.8%were female and 45.2%were male,while 52.2%were 5th-grade students and 47.8%were 4th-grade students.The overall grade point average was found to be 66.65(range,24-100).There was a statistically significant difference in average success scores between students of different groups(P=0.003<0.05)and grades(P=0.036<0.05).The average success score was the highest in the Mentimeter group(71.64)and the lowest in the Kahoot!group(62.15).In the control group,this score was 65.41.The average success score was higher for students in the 5thgrade(68.16)and for female students(68.84).CONCLUSION Gamification has a great potential in the education of dentomaxillofacial radiology students.Mentimeter outperformed both the Kahoot!and the traditional method in terms of average student success rates.展开更多
In recent years, as there has been a major change in the necessity and importance of sightseeing information, a platform to provide real-time sightseeing information according to the ever-changing circumstances is nec...In recent years, as there has been a major change in the necessity and importance of sightseeing information, a platform to provide real-time sightseeing information according to the ever-changing circumstances is necessary. Additionally, it is effective to adopt gamification to increase users’ motivation to continuously utilize the system in order to provide them with more information. In the present study, in order to support users’ enjoyment in creating efficient and pleasant sightseeing plans, the system that incorporates gamification to increase motivation was developed combining with web-geographic information systems (Web-GIS) and sightseeing planning and sharing system. The system was operated over a period of 2 weeks in Chofu City, Tokyo Metropolis, Japan. Based on the results of a questionnaire survey for 51 users, though the operability of the 3 main functions incorporated with motivation by gamification was rated lower than those of the 2 basic functions, their usefulness was highly rated. Based on the results of the access log analysis, it was effective to design the system so that the same functions can be used regardless of the type of information terminal. Additionally, it was evident that the continuous utilization of the system could increase the number of sightseeing plans created by the users.展开更多
The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At t...The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.展开更多
The study conducts a single case study and inductive approach to explore how a famous hairdressing chain in Taiwan transforms its business to a platform-centric enterprise in the digital era. In order to deal with its...The study conducts a single case study and inductive approach to explore how a famous hairdressing chain in Taiwan transforms its business to a platform-centric enterprise in the digital era. In order to deal with its employee resistance to digital transformation resulting from path dependence and increase its employee’s engagement in driving digital transformation, gamification is deployed. As a result, the company has reshaped five domains of its business strategy—customer, competition, data, innovation, and value to build a platform. The platform is the key enabler in facilitating interactions among hairdressers and customers. The co-created hairstyle designs will be the resource of this two-sided market formed by hairdressers and customers in this sharing economy.展开更多
Background Digital Twins are becoming increasingly popular in a variety of industries to manage complex systems.As digital twins become more sophisticated,there is an increased need for effective training and learning...Background Digital Twins are becoming increasingly popular in a variety of industries to manage complex systems.As digital twins become more sophisticated,there is an increased need for effective training and learning systems.Teachers,project leaders,and tool vendors encounter challenges while teaching and training their students,co-workers,and users.Methods In this study,we propose a new method for training users in using digital twins by proposing a gamified and virtual environment.We present an overall architecture and discuss its practical realization.Results We propose a set of future challenges that we consider critical to enabling a more effective learning/training approach.展开更多
Asthma is the most common noncommunicable disease among children. It leads to substantial problems both in health and economic terms to individuals and families. This paper introduces a technological solution, Easy Br...Asthma is the most common noncommunicable disease among children. It leads to substantial problems both in health and economic terms to individuals and families. This paper introduces a technological solution, Easy Breathing, that supports the man-agement of childhood asthma, providing tools for both doctors and patients. Through the establishment of an asthma chronic care model, it combines doctors’ professional guidance and a gamification system to improve the compliance of patients with their treatments and to provide them with tools for the self-management of their disease. The system is in the testing phase, the first mockup has been developed and validated with 270 medical experts and patients, and it will be tested with 540 end-users over the next months.展开更多
In this paper,137“First-class universities”and“First-class discipline”construction universities in China are selected as the objects of investigation to analyzes the present situation and characteristics of the g...In this paper,137“First-class universities”and“First-class discipline”construction universities in China are selected as the objects of investigation to analyzes the present situation and characteristics of the game design of University Library in China.Taking the university library in other countries as the reference object,this paper compares the differences of the game design of University Library in China and other countries,sums up the deficiency of the gamification service practice in Chinese university libraries.At last,this paper proposes an optimization path of the gamification design of Chinese University Library from six aspects of game type,game service object,game interactive mode,game application,game development and game playability.展开更多
Gamification has been applied in software engineering to improve quality and results by increasing people’s motivation and engagement.A systematic mapping has identified research gaps in the field,one of them being t...Gamification has been applied in software engineering to improve quality and results by increasing people’s motivation and engagement.A systematic mapping has identified research gaps in the field,one of them being the difficulty of creating an integrated gamified environment comprising all the tools of an organization,since most existing gamified tools are custom developments or prototypes.In this paper,we propose a gamification software architecture that allows us to transform the work environment of a software organization into an integrated gamified environment,i.e.,the organization can maintain its tools,and the rewards obtained by the users for their actions in different tools will mount up.We developed a gamification engine based on our proposal,and we carried out a case study in which we applied it in a real software development company.The case study shows that the gamification engine has allowed the company to create a gamified workplace by integrating custom-developed tools and off-the-shelf tools such as Redmine,TestLink,or JUnit,with the gamification engine.Two main advantages can be highlighted:(i)our solution allows the organization to maintain its current tools,and(ii)the rewards for actions in any tool accumulate in a centralized gamified environment.展开更多
The paper examines the relationship between gamification-the use of game elements in non-gaming contexts-and innovation teams outcomes.It builds on psychological and teamwork theories,arguing that gamification overcom...The paper examines the relationship between gamification-the use of game elements in non-gaming contexts-and innovation teams outcomes.It builds on psychological and teamwork theories,arguing that gamification overcomes collaboration issues and generates multiple positive outcomes,particularly in coordination,alignment,engagement,and teams'motivation.The research follows a qualitative theory-driven using a case study of an innovation project.The conceptual model built through the findings offers valuable insights about applying gamification in innovation teams,namely:i)surprising teams with such a new and playful approach reduces stress among team members;i)rules and time constraints play a crucial role in teams'coordination by avoiding dispersion and enhancing focused efforts.The paper provides a set of testable theoretical propositions derived from the conceptualization of gamification in the context of innovation teams.It supports innovation managers interested in measuring gamification outcomes in teams.展开更多
In a highly competitive industry,it has been a best practice that dynamic capabilities guide technology firms to cope with challenging situations.Meanwhile,knowledge creation enables the firm to condition the success ...In a highly competitive industry,it has been a best practice that dynamic capabilities guide technology firms to cope with challenging situations.Meanwhile,knowledge creation enables the firm to condition the success and continuity of innovations,entrepreneurial orientation to support companies in winning the competition,and gamification to engage employees in a collaborative way towards better firm performance.This study examines how technology companies can improve their performance using gamification,knowledge creation,and entrepreneurial orientation.To test the proposed model,we collected data using a questionnaire survey of 124 technology companies in Indonesia.The theoretical model used structural equation modeling(SEM)with SmartPLS 3.The results show that all constructs have a direct and positive relationship,except for the direct relationship between gamification and firm performance.Thus,entrepreneurial orientation and knowledge creation are essential components of technology companies that mediate the effect of gamification on firm performance.This study provides a theoretical and empirical basis for the antecedents of technological firm performance.展开更多
The authors first propose the GAFEE(Goal-Oriented Engagement,Autonomous Exploration,Feedback-Enhanced Explanation,Challenge-Driven Elaboration,Collaborative Evaluation,Iterative Design,and Technological Synergy)instru...The authors first propose the GAFEE(Goal-Oriented Engagement,Autonomous Exploration,Feedback-Enhanced Explanation,Challenge-Driven Elaboration,Collaborative Evaluation,Iterative Design,and Technological Synergy)instructional design model,which is based on the integration of gamified teaching and the 5E teaching model.It aims to address the issue of gamification not being systematically incorporated into the curriculum,while also enhancing engagement in the educational setting,stimulating interest in learning,and achieving better learning outcomes.The theoretical application of the GAFEE model is demonstrated through a hypothetical case involving a fourth-grade English class,highlighting its potential to improve students'vocabulary acquisition,grammar comprehension,and speaking proficiency.The study argues that the GAFEE model offers a novel approach to enhancing instructional practices by leveraging gamification strategies.It also emphasizes the need for empirical research to validate the model's effectiveness and broader applicability in gamified educational settings.展开更多
This study presents an in-depth examination of the impact of educational gamification on middle school students’learning motivation through a mixed-methods approach.The integration of quantitative survey data and qua...This study presents an in-depth examination of the impact of educational gamification on middle school students’learning motivation through a mixed-methods approach.The integration of quantitative survey data and qualitative interviews and observations revealed that gamification significantly enhances intrinsic motivation by increasing interest and engagement in a learning environment.The study also found that gamification indirectly boosts extrinsic motivation through the augmentation of social interaction and learning engagement.Structural equation modeling underscored the direct and indirect effects of gamification on learning motivation.The findings suggest that educators should integrate gamification elements into their teaching designs,focus on fulfilling students’psychological needs for autonomy,competence,and relatedness,and leverage social interactions to foster motivation.The study’s contributions to the educational field include empirical evidence of gamification’s impact and a multidimensional perspective that strengthens the depth of understanding in the application of gamification.However,the study acknowledges limitations such as potential biases and a non-representative sample,calling for future research to address these issues through broader and longitudinal studies.展开更多
Background Currently,many simulator systems for medical procedures are under development.These systems can provide new solutions for training,planning,and testing medical practices,improve performance,and optimize the...Background Currently,many simulator systems for medical procedures are under development.These systems can provide new solutions for training,planning,and testing medical practices,improve performance,and optimize the time of the exams.However,to achieve the best results,certain premises must be followed and applied to the model under development,such as usability,control,graphics realism,and interactive and dynamic gami-fication.Methods This study presents a system for simulating a medical examination procedure in the nasal cavity for training and research purposes,using a patient′s accurate computed tomography(CT)as a reference.The pathologies that are used as a guide for the development of the system are highlighted.Furthermore,an overview of current studies covering bench medical mannequins,3D printing,animals,hardware,software,and software that use hardware to boost user interaction,is given.Finally,a comparison with similar state-of-the-art studies is made.Results The main result of this work is interactive gamification techniques to propose an experience of simulation of an immersive exam by identifying pathologies present in the nasal cavity such as hypertrophy of turbinates,septal deviation adenoid hypertrophy,nasal polyposis,and tumor.展开更多
Environmental education is an effective approach to addressing environmental issues,and incorporating environmental education into kindergarten through gamified activities aligns with the concept of gamifying teaching...Environmental education is an effective approach to addressing environmental issues,and incorporating environmental education into kindergarten through gamified activities aligns with the concept of gamifying teaching and provides the optimal pathway for implementing environmental education.The purpose of this study is to investigate the specific processes involved in determining the objectives,themes,and content of gamified environmental education activities,as well as the organization,implementation,and evaluation of these activities in kindergarten settings.Five classes from Class G in Xining City Kindergarten were selected as the observational subjects for this study.Interviews were conducted with the teaching staff and the head of the kindergarten.The data obtained from observations and interviews served as the primary data for this research.The results indicate that the activity objectives formulated by teachers lack scientific basis and operability,with limited incorporation of gaming elements.The activity themes and content are narrow in scope and primarily determined by teachers and kindergarten administrators.The organization and implementation of activities often neglect the playful experiences of children,and activity evaluation is not given sufficient attention.展开更多
The evolution of social media in the recent years promoted the appearance of a new category: social media based on check-in. It enables the user to define their identity through information sharing. This paper aims to...The evolution of social media in the recent years promoted the appearance of a new category: social media based on check-in. It enables the user to define their identity through information sharing. This paper aims to show the evolution of these media highlighting the effects and changes they cause in society through Super Bowl XLVI scenario, besides indicating the important role they have for the companies and marketing.展开更多
文摘BACKGROUND Gamification,the use of game materials in education,has been used in several scientific fields,and studies have demonstrated its effectiveness in student comprehension.AIM To evaluate whether the success of 4th-and 5th-grade dentistry students increases when using the gamification applications Kahoot!and Mentimeter.METHODS An experimental design was used to measure the effect of gamification applications on students who were taught using the traditional method.For this purpose,Mentimeter and Kahoot!applications were used in this experimental study.Three groups of 4th-and 5th-grade students were formed:Mentimeter,Kahoot!,and control groups.The effect of gamification applications on achievement was evaluated by administering a post-test to these groups after the instructional process.One-way analysis of variance and t-tests were used for statistical analyses.RESULTS A total of 35.5%of the students were in the Mentimeter group,29.8%in the Kahoot!group,and 34.6%in the control group.Of the total number of students,54.8%were female and 45.2%were male,while 52.2%were 5th-grade students and 47.8%were 4th-grade students.The overall grade point average was found to be 66.65(range,24-100).There was a statistically significant difference in average success scores between students of different groups(P=0.003<0.05)and grades(P=0.036<0.05).The average success score was the highest in the Mentimeter group(71.64)and the lowest in the Kahoot!group(62.15).In the control group,this score was 65.41.The average success score was higher for students in the 5thgrade(68.16)and for female students(68.84).CONCLUSION Gamification has a great potential in the education of dentomaxillofacial radiology students.Mentimeter outperformed both the Kahoot!and the traditional method in terms of average student success rates.
文摘In recent years, as there has been a major change in the necessity and importance of sightseeing information, a platform to provide real-time sightseeing information according to the ever-changing circumstances is necessary. Additionally, it is effective to adopt gamification to increase users’ motivation to continuously utilize the system in order to provide them with more information. In the present study, in order to support users’ enjoyment in creating efficient and pleasant sightseeing plans, the system that incorporates gamification to increase motivation was developed combining with web-geographic information systems (Web-GIS) and sightseeing planning and sharing system. The system was operated over a period of 2 weeks in Chofu City, Tokyo Metropolis, Japan. Based on the results of a questionnaire survey for 51 users, though the operability of the 3 main functions incorporated with motivation by gamification was rated lower than those of the 2 basic functions, their usefulness was highly rated. Based on the results of the access log analysis, it was effective to design the system so that the same functions can be used regardless of the type of information terminal. Additionally, it was evident that the continuous utilization of the system could increase the number of sightseeing plans created by the users.
文摘The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.
文摘The study conducts a single case study and inductive approach to explore how a famous hairdressing chain in Taiwan transforms its business to a platform-centric enterprise in the digital era. In order to deal with its employee resistance to digital transformation resulting from path dependence and increase its employee’s engagement in driving digital transformation, gamification is deployed. As a result, the company has reshaped five domains of its business strategy—customer, competition, data, innovation, and value to build a platform. The platform is the key enabler in facilitating interactions among hairdressers and customers. The co-created hairstyle designs will be the resource of this two-sided market formed by hairdressers and customers in this sharing economy.
文摘Background Digital Twins are becoming increasingly popular in a variety of industries to manage complex systems.As digital twins become more sophisticated,there is an increased need for effective training and learning systems.Teachers,project leaders,and tool vendors encounter challenges while teaching and training their students,co-workers,and users.Methods In this study,we propose a new method for training users in using digital twins by proposing a gamified and virtual environment.We present an overall architecture and discuss its practical realization.Results We propose a set of future challenges that we consider critical to enabling a more effective learning/training approach.
文摘Asthma is the most common noncommunicable disease among children. It leads to substantial problems both in health and economic terms to individuals and families. This paper introduces a technological solution, Easy Breathing, that supports the man-agement of childhood asthma, providing tools for both doctors and patients. Through the establishment of an asthma chronic care model, it combines doctors’ professional guidance and a gamification system to improve the compliance of patients with their treatments and to provide them with tools for the self-management of their disease. The system is in the testing phase, the first mockup has been developed and validated with 270 medical experts and patients, and it will be tested with 540 end-users over the next months.
文摘In this paper,137“First-class universities”and“First-class discipline”construction universities in China are selected as the objects of investigation to analyzes the present situation and characteristics of the game design of University Library in China.Taking the university library in other countries as the reference object,this paper compares the differences of the game design of University Library in China and other countries,sums up the deficiency of the gamification service practice in Chinese university libraries.At last,this paper proposes an optimization path of the gamification design of Chinese University Library from six aspects of game type,game service object,game interactive mode,game application,game development and game playability.
基金For Felix Garcia and Mario Piattini:BIZDEVOPS-Global(RTI2018-098309-BC31)Ministerio de Economia,Industria y Competitividad(MINECO)+12 种基金Fondo Europeo de Desarrollo Regional(FEDER)G3Soft(SBPLY/17/180501/000150,Model Engineering for Government and Management of Global Software Development)GEMA(Generation and Evaluation of Models for dAta Quality)Consejeria de Educacion y Ciencia,Junta de Comunidades de CastillaLa Mancha.For Oscar Pedreira,Alejandro CortinasAna Cerdeira-Pena:BIZDEVOPS-Global(RTI2018098309-B-C32)Ministerio de Economia,Industriay Competitividad(MINECO)Datos 4.0(TIN201678011-c4-1-R)ETOME-RDF3D3(TIN2015-69951R)Centros singulares de investigaci\’{o}n de Galicia(ED431G/01)Grupo de Referencia Competitiva(ED431C 2017/58)Conecta PEME GEMA(IN852A 2018/14)Xunta de GaliciaFondo Europeo de Desarrollo Regional (FEDER).
文摘Gamification has been applied in software engineering to improve quality and results by increasing people’s motivation and engagement.A systematic mapping has identified research gaps in the field,one of them being the difficulty of creating an integrated gamified environment comprising all the tools of an organization,since most existing gamified tools are custom developments or prototypes.In this paper,we propose a gamification software architecture that allows us to transform the work environment of a software organization into an integrated gamified environment,i.e.,the organization can maintain its tools,and the rewards obtained by the users for their actions in different tools will mount up.We developed a gamification engine based on our proposal,and we carried out a case study in which we applied it in a real software development company.The case study shows that the gamification engine has allowed the company to create a gamified workplace by integrating custom-developed tools and off-the-shelf tools such as Redmine,TestLink,or JUnit,with the gamification engine.Two main advantages can be highlighted:(i)our solution allows the organization to maintain its current tools,and(ii)the rewards for actions in any tool accumulate in a centralized gamified environment.
文摘The paper examines the relationship between gamification-the use of game elements in non-gaming contexts-and innovation teams outcomes.It builds on psychological and teamwork theories,arguing that gamification overcomes collaboration issues and generates multiple positive outcomes,particularly in coordination,alignment,engagement,and teams'motivation.The research follows a qualitative theory-driven using a case study of an innovation project.The conceptual model built through the findings offers valuable insights about applying gamification in innovation teams,namely:i)surprising teams with such a new and playful approach reduces stress among team members;i)rules and time constraints play a crucial role in teams'coordination by avoiding dispersion and enhancing focused efforts.The paper provides a set of testable theoretical propositions derived from the conceptualization of gamification in the context of innovation teams.It supports innovation managers interested in measuring gamification outcomes in teams.
基金Bina Nusantara University No.084/VR.RTT/VI/2021.
文摘In a highly competitive industry,it has been a best practice that dynamic capabilities guide technology firms to cope with challenging situations.Meanwhile,knowledge creation enables the firm to condition the success and continuity of innovations,entrepreneurial orientation to support companies in winning the competition,and gamification to engage employees in a collaborative way towards better firm performance.This study examines how technology companies can improve their performance using gamification,knowledge creation,and entrepreneurial orientation.To test the proposed model,we collected data using a questionnaire survey of 124 technology companies in Indonesia.The theoretical model used structural equation modeling(SEM)with SmartPLS 3.The results show that all constructs have a direct and positive relationship,except for the direct relationship between gamification and firm performance.Thus,entrepreneurial orientation and knowledge creation are essential components of technology companies that mediate the effect of gamification on firm performance.This study provides a theoretical and empirical basis for the antecedents of technological firm performance.
基金The research was funded by the Macao Science and Technology Development Fund(FDCT)under Grant(No.0071/2023/RIB3&No.0003-2024-AGJ)by the Macao Foundation under Grant(No.MF2342).
文摘The authors first propose the GAFEE(Goal-Oriented Engagement,Autonomous Exploration,Feedback-Enhanced Explanation,Challenge-Driven Elaboration,Collaborative Evaluation,Iterative Design,and Technological Synergy)instructional design model,which is based on the integration of gamified teaching and the 5E teaching model.It aims to address the issue of gamification not being systematically incorporated into the curriculum,while also enhancing engagement in the educational setting,stimulating interest in learning,and achieving better learning outcomes.The theoretical application of the GAFEE model is demonstrated through a hypothetical case involving a fourth-grade English class,highlighting its potential to improve students'vocabulary acquisition,grammar comprehension,and speaking proficiency.The study argues that the GAFEE model offers a novel approach to enhancing instructional practices by leveraging gamification strategies.It also emphasizes the need for empirical research to validate the model's effectiveness and broader applicability in gamified educational settings.
文摘This study presents an in-depth examination of the impact of educational gamification on middle school students’learning motivation through a mixed-methods approach.The integration of quantitative survey data and qualitative interviews and observations revealed that gamification significantly enhances intrinsic motivation by increasing interest and engagement in a learning environment.The study also found that gamification indirectly boosts extrinsic motivation through the augmentation of social interaction and learning engagement.Structural equation modeling underscored the direct and indirect effects of gamification on learning motivation.The findings suggest that educators should integrate gamification elements into their teaching designs,focus on fulfilling students’psychological needs for autonomy,competence,and relatedness,and leverage social interactions to foster motivation.The study’s contributions to the educational field include empirical evidence of gamification’s impact and a multidimensional perspective that strengthens the depth of understanding in the application of gamification.However,the study acknowledges limitations such as potential biases and a non-representative sample,calling for future research to address these issues through broader and longitudinal studies.
文摘Background Currently,many simulator systems for medical procedures are under development.These systems can provide new solutions for training,planning,and testing medical practices,improve performance,and optimize the time of the exams.However,to achieve the best results,certain premises must be followed and applied to the model under development,such as usability,control,graphics realism,and interactive and dynamic gami-fication.Methods This study presents a system for simulating a medical examination procedure in the nasal cavity for training and research purposes,using a patient′s accurate computed tomography(CT)as a reference.The pathologies that are used as a guide for the development of the system are highlighted.Furthermore,an overview of current studies covering bench medical mannequins,3D printing,animals,hardware,software,and software that use hardware to boost user interaction,is given.Finally,a comparison with similar state-of-the-art studies is made.Results The main result of this work is interactive gamification techniques to propose an experience of simulation of an immersive exam by identifying pathologies present in the nasal cavity such as hypertrophy of turbinates,septal deviation adenoid hypertrophy,nasal polyposis,and tumor.
文摘Environmental education is an effective approach to addressing environmental issues,and incorporating environmental education into kindergarten through gamified activities aligns with the concept of gamifying teaching and provides the optimal pathway for implementing environmental education.The purpose of this study is to investigate the specific processes involved in determining the objectives,themes,and content of gamified environmental education activities,as well as the organization,implementation,and evaluation of these activities in kindergarten settings.Five classes from Class G in Xining City Kindergarten were selected as the observational subjects for this study.Interviews were conducted with the teaching staff and the head of the kindergarten.The data obtained from observations and interviews served as the primary data for this research.The results indicate that the activity objectives formulated by teachers lack scientific basis and operability,with limited incorporation of gaming elements.The activity themes and content are narrow in scope and primarily determined by teachers and kindergarten administrators.The organization and implementation of activities often neglect the playful experiences of children,and activity evaluation is not given sufficient attention.
文摘The evolution of social media in the recent years promoted the appearance of a new category: social media based on check-in. It enables the user to define their identity through information sharing. This paper aims to show the evolution of these media highlighting the effects and changes they cause in society through Super Bowl XLVI scenario, besides indicating the important role they have for the companies and marketing.