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Effect of gamification applications on success of dentistry students
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作者 Hatice Ahsen Deniz Elif Polat Balkan +1 位作者 Burakİncebeyaz KıvançKamburoğlu 《World Journal of Methodology》 2025年第1期80-87,共8页
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
关键词 gamification Mentimeter Kahoot! EDUCATION DENTISTRY
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融入Gamification理念的BOPPPS教学模式在健康评估教学中的应用
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作者 郭彦萍 王仁媛 +2 位作者 季玲 李姗 周燕燕 《大众文摘》 2024年第24期0096-0098,共3页
Gamification理念和BOPPPS教学模式是近年来备受关注的教学理论和方法,在健康评估教学中,融合这两者 的应用具有一定的潜力和吸引力。文章概述了Gamification理念和BOPPPS教学模式的特点,并指出了它们之间的关联性;讨论了设计融入Gamifi... Gamification理念和BOPPPS教学模式是近年来备受关注的教学理论和方法,在健康评估教学中,融合这两者 的应用具有一定的潜力和吸引力。文章概述了Gamification理念和BOPPPS教学模式的特点,并指出了它们之间的关联性;讨论了设计融入Gamification理念的BOPPPS教学模式的四重原则,从课前、课中和课后三个阶段提出了融入Gamification理 念的BOPPPS教学模式在健康评估教学中的应用设计,使学生能够全方位地参与到教学中,从而提高教学效果。 展开更多
关键词 gamification理念 BOPPPS教学模式 健康评估教学 应用策略
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基于Gamification学习理念的英语听力微课程设计研究 被引量:3
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作者 匡露 《产业与科技论坛》 2016年第24期140-141,共2页
近年来国内关于Gamification的研究不少,其中对于Gamification教学设计的研究主要围绕教学游戏本身的设计展开,真正将Gamification学习理念融入课程教学设计中的研究几乎没有。本文围绕英语听力微课程的设计展开研究,探讨Gamification... 近年来国内关于Gamification的研究不少,其中对于Gamification教学设计的研究主要围绕教学游戏本身的设计展开,真正将Gamification学习理念融入课程教学设计中的研究几乎没有。本文围绕英语听力微课程的设计展开研究,探讨Gamification学习理念对英语听力微课程设计的启示,厘清Gamification学习理念的英语听力微课程学习过程与教学设计原则。 展开更多
关键词 gamification 微课程 课程设计
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Gamification教学理念在来华留学生《中医诊断学》课程中的应用
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作者 李明月 李岩琪 《中医药导报》 2019年第17期138-139,共2页
探索Gamification(游戏化)教学与来华留学生《中医诊断学》课程的结合应用;探讨Gamification的概念及内涵、当前来华留学生《中医诊断学》教学现状与存在问题、Gamification在《中医诊断学》教学中的开展应用。认为游戏化教学目标应与... 探索Gamification(游戏化)教学与来华留学生《中医诊断学》课程的结合应用;探讨Gamification的概念及内涵、当前来华留学生《中医诊断学》教学现状与存在问题、Gamification在《中医诊断学》教学中的开展应用。认为游戏化教学目标应与教学内容密切结合,简化游戏规则,充分阐明游戏规则,注重竞争与合作,合理运用奖励机制并及时反馈。 展开更多
关键词 gamification 游戏化 来华留学生 中医诊断学 教学
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基于Gamification理念的移动学习探析
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作者 金涛伟 张迪 黄丽丽 《西部素质教育》 2020年第3期137-137,139,共2页
为了在移动互联网环境下提高学生学习的主观性和创新性,文章首先阐述了基于Gamification理念的移动学习研究背景与理论基础,然后在此基础上分析了游戏化移动学习的优势,最后论述了基于Gamification理念的移动学习策略.
关键词 gamification理念 移动学习 游戏化学习
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A Sightseeing Planning Support System with Gamification 被引量:1
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作者 Yuro Koga Kayoko Yamamoto 《Journal of Geographic Information System》 2021年第4期485-507,共23页
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
关键词 Sightseeing Planning Support System gamification Mission Sightseeing Plan Creation and Sharing System Web Geographic Information Systems (Web-GISs)
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Gamification in Education: A Study of Design-Based Learning in Operationalizing a Game Studio for Serious Games 被引量:1
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作者 James Hutson Ben Fulcher Joseph Weber 《Journal of Intelligent Learning Systems and Applications》 2022年第4期115-131,共17页
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
关键词 gamification Game-Based Learning PEDAGOGY Game Studio Project Management Team Structure
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Applying Gamification for Digital Transformation to a Platform-Based Business
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作者 Chun-Yi Lin 《Management Studies》 2019年第3期222-228,共7页
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
关键词 digital TRANSFORMATION gamification pipleline COMPANY platform COMPANY
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Gamification and virtual reality for digital twin learning and training:architecture and challenges
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作者 Antonio BUCCHIARONE 《Virtual Reality & Intelligent Hardware》 2022年第6期471-486,共16页
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
关键词 Digital twins Virtual reality gamification Learning TRAINING
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Easy Breathing—Definition of a Gamification System to Support the Chronic Care of Childhood Asthma
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作者 Ruofei Hu Jorge Cancela +3 位作者 Giuseppe Fico Cecilia Vera-Muñoz Wenbin Sheng Maria Teresa Arredondo 《Journal of Biomedical Science and Engineering》 2016年第10期122-128,共8页
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
关键词 Childhood Asthma gamification Serious Games Chronic Care-Model
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Study on the Present Situation and Optimization Path of Gamification Design in Chinese University Libraries
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作者 Yuchen Li Junyan Zhu +2 位作者 Yaxian Feng Xingrui Yang Yu Zhou 《Journal on Big Data》 2022年第2期125-133,共9页
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
关键词 Double first-class university libraries gamification design optimization path
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An Architecture for Software Engineering Gamification
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作者 Oscar Pedreira Felix Garcia +2 位作者 Mario Piattini Alejandro Cortinas Ana Cerdeira-Pena 《Tsinghua Science and Technology》 SCIE EI CAS CSCD 2020年第6期776-797,共22页
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
关键词 gamification software engineering gamification architecture gamification engine
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Gamification教学理念在来华留学生《针灸学》EMI课程中的应用 被引量:1
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作者 李明月 徐立 王卫 《湖南中医杂志》 2020年第12期99-100,126,共3页
探索Gamification(游戏化)教学理念在来华留学生《针灸学》英语媒介课程(EMI)中的应用。来华留学生在《针灸学》的学习中存在跨文化适应问题,且《针灸学》专业理论抽象、记忆量大、学习任务繁重,在一定程度上影响教学效果。来华留学生... 探索Gamification(游戏化)教学理念在来华留学生《针灸学》英语媒介课程(EMI)中的应用。来华留学生在《针灸学》的学习中存在跨文化适应问题,且《针灸学》专业理论抽象、记忆量大、学习任务繁重,在一定程度上影响教学效果。来华留学生的学习特点及目前高校的教学设备、师资力量等均为Gamification教学理念融入《针灸学》EMI课程提供了可行性。在教学实践中应确定教学目标,合理运用游戏化元素,并及时反馈,从而提高学生的学习兴趣和参与度,达到更好的教学目的。 展开更多
关键词 gamification 来华留学生 《针灸学》
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Gamification in innovation teams
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作者 Rui Patricio Antonio Carrizo Moreira Francesco Zurlo 《International Journal of Innovation Studies》 2022年第3期156-168,共13页
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
关键词 gamification Innovation teams OUTCOMES Innovation management
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The roles of gamification, knowledge creation, and entrepreneurial orientation towards firm performance
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作者 Elidjen Desman Hidayat Edi Abdurachman 《International Journal of Innovation Studies》 2022年第4期229-237,共9页
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
关键词 Firm performance Knowledge creation Entrepreneurial orientation gamification
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GAFEE:5 Steps to Teach Effectively
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作者 Kexin Li Yi Dai Jincheng Li 《教育技术与创新》 2024年第3期56-71,共16页
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
关键词 gamification 5E model GAFEE instructional design
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Research on the Mechanism of the Impact of Educational Gamification on Middle
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作者 Zhang Lei 《Education and Teaching Research》 2024年第3期38-44,共7页
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
关键词 Educational gamification Learning Motivation Middle School Students Mixed-Methods Research Intrinsic and Extrinsic Motivation Social Interaction Technological Tools in Education Psychological Needs Teaching Design Integration
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Novel virtual nasal endoscopy system based on computed tomography scans 被引量:1
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作者 Fábio de O.SOUSA Daniel S.da SILVA +5 位作者 Tarique da S.CAVALCANTE Edson C.NETO Victor JoséT.GONDIM Ingrid C.NOGUEIRA Auzuir Ripardo de ALEXANDRIA Victor Hugo C.de ALBUQUERQUE 《Virtual Reality & Intelligent Hardware》 2022年第4期359-379,共21页
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
关键词 Virtual nasal endoscopy Computed tomography gamification Endoscopy teaching
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Side Effects of Gamifying Environmental Education Activities in Chinese Kindergartens 被引量:2
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作者 Huanhuan Zhang Wanping Bao +1 位作者 Xiaoshu Xu Yunfeng Zhang 《教育技术与创新》 2023年第4期71-86,共16页
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
关键词 KINDERGARTEN Environmental education activities gamification Side effect China
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More than Just a Game: The Power of Social Media on Super Bowl XLVI
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作者 Fernanda Bruno dos Santos Jonice Oliveira 《Social Networking》 2014年第2期142-145,共4页
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
关键词 SOCIAL Media Data Mining MARKETING SOCIAL Networks gamification
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