Results for 'Gamification'

118 found
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  1.  40
    Gamification as transformative assessment in higher education.Erna Oliver - 2017 - HTS Theological Studies 73 (3):15.
    Gamification in education is still a very new concept in South Africa. Being a 21st-centuryinvention, it has already established itself in the world within the environs of the corporatemarket, marketing, training and the social world. This article will first discuss gamification(and all its other designations) and its applications in general; thereafter, the focus will be onthe application of gamification within the environment of education, and more specificallywith an emphasis on assessment. The burning question for South Africa is (...)
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  2.  28
    Gamification of a person’s spatial and temporal existence in the context of virtual reality.Oksana Novikova - 2021 - Sotsium I Vlast 4:128-137.
    The article considers the spatial and temporal changes manifested in the virtual form of gamification of existence. The definition of the virtual form of gamification of existence is given. On the basis of included observation, the spatial and temporal transformations of socio-cultural reality are rethought, and the philosophical-anthropological approach makes it possible to establish the dependence of the strategies of individual and group behaviour on the inclusion of game actions in the virtual existence. The analysis of the virtual (...)
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  3.  62
    Gamification of Labor and the Charge of Exploitation.Tae Wan Kim - 2018 - Journal of Business Ethics 152 (1):27-39.
    Recently, business organizations have increasingly turned to a novel form of non-monetary incentives—that is, “gamification,” which refers to a motivation technique using video game elements, such as digital points, badges, and friendly competition in non-game contexts like workplaces. The introduction of gamification to the context of human resource management has immediately become embroiled in serious moral debates. Most notable is the accusation that using gamification as a motivation tool, employers exploit workers. This article offers an in-depth analysis (...)
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  4.  53
    Manipulative Design Through Gamification.W. Jared Parmer - 2022 - In Michael Klenk & Fleur Jongepier (eds.), The Philosophy of Online Manipulation. Routledge. pp. 216-234.
    Gamification calls for cogent philosophical analysis and is a valuable opportunity to explore manipulative design, in which users are manipulated into doing something by using an artifact just as it is designed to be used. This chapter analyzes gamification as the implementation of inducements to striving play in artifacts that are not themselves games. Implementing such inducements is a species of a more generic form of design in which users are provided with tools for reasoning, along with scaffolding (...)
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  5.  4
    Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020.Mitchell Shortt, Shantanu Tilak, Irina Kunzetcova, Bethany Martens & Babatunde Akinkoulie - 2021 - Journal of Computer Assisted Language Learning 36 (3):517-554.
    More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning application. This application’s pervasive reach, flexible functionality, and freemium business model has brought significant attention to gamification in MALL. The present systematic review aims to summarize different methods, frameworks, settings, and research (...)
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  6.  12
    Gamification in Rehabilitation: The Role of Subjective Experience in a Multisensory Learning Context – A Narrative Review.Luigi Murena, Manuela Deodato & Giulia Sgubin - 2023 - Gestalt Theory 45 (1-2):121-137.
    Game-based approaches are emerging in many fields, such as education, social sciences, marketing and government. Most studies debate its role in consolidating learning, guided by both internal and external rewards. These approaches are also being applied in rehabilitation, where patients must undergo a re-learning process of motor gestures after an injury to a body structure. In physiotherapy, much importance is given to analytical-functional movement aspects, but less to the recovery of the complete experience, including motivation, perception, and emotional experience of (...)
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  7.  19
    Gamification as Online Teaching Strategy During COVID-19: A Mini-Review.Francisco Antonio Nieto-Escamez & María Dolores Roldán-Tapia - 2021 - Frontiers in Psychology 12.
    The ongoing pandemic caused by coronavirus disease 2019 has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a hasty way. This work reviews the use of gamification-based teaching during the pandemic lockdown through a search in Scopus, PsycINFO, ERIC, and Semantic Scholar databases. A total of 11 papers from Chemistry, Business, Computer Science, Biology, and Medical areas have been identified and included (...)
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  8.  56
    The Gamification of Political Participation.Wulf Loh - 2019 - Moral Philosophy and Politics 6 (2):261-280.
    Political participation lies at the heart of normative democratic theory. To foster participatory interactions between citizens, some advocates and designers are resorting to gamification as the use of psycho-motivational involvement strategies from games in non-game contexts. The hope is that through gamification mechanisms, citizens will be drawn more easily towards participation platforms, apps, and digital services, as well as remain there longer, thereby effectively enhancing participation numbers and time. In this article, I will explore the potential problems of (...)
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  9.  44
    Gamification, Side Effects, and Praise and Blame for Outcomes.Sven Nyholm - 2024 - Minds and Machines 34 (1):1-21.
    Abstract“Gamification” refers to adding game-like elements to non-game activities so as to encourage participation. Gamification is used in various contexts: apps on phones motivating people to exercise, employers trying to encourage their employees to work harder, social media companies trying to stimulate user engagement, and so on and so forth. Here, I focus on gamification with this property: the game-designer (a company or other organization) creates a “game” in order to encourage the players (the users) to bring (...)
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  10.  4
    Gamification as a Tool to Improve Vocabulary in English Language in High-School Students.Bautista-Luis Laura & Pena-Aguilar Juan Manuel - forthcoming - Evolutionary Studies in Imaginative Culture:486-493.
    Gamification has gained popularity among educators who perceive it as a useful tool for carrying out the teaching-learning process optimally. The lack of positive results in the learning of English as a foreign language has become one of the main challenges Mexico faces considered the language as a priority. English teachers know the importance of finding options to present new words to students in a way they could learn appropriately. Vocabulary is a meaningful key of language learning, based on (...)
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  11.  23
    Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective. Sheetal, Rimjim Tyagi & Gursimranjit Singh - 2022 - Asian Journal of Business Ethics 12 (1):49-69.
    This paper aims to investigate the effect of gamification in engaging and motivating consumers for online shopping and also the use of gamification to enhance sales. Moreover, this study has also explored the ethical concerns in gamified marketing. This is a qualitative study to investigate the effect of gamification during online shopping and the ethical issues involved in gamified marketing. Semi-structured interviews with ten gamification experts are conducted and analyzed through NVivo. The themes that emerged from (...)
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  12.  10
    Gamification of human being in the context of digital culture.Oksana Novikova - 2020 - Sotsium I Vlast 5:78-85.
    Introduction and purpose of the study. The article is focused analyzing the phenomenon of gamification of human being in the context of current changes in digital culture. The author reveals anthropological consequences of this phenomenon. Methods. Methods of scientific research, making it possible to identify and characterize anthropological consequences of digitalization of human being and culture, are philosophical, anthropological and cultural analyses. Scientific novelty of the research. The author describes the virtual form of gamification of human being, presented (...)
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  13.  24
    Gamification in the Informal Learning Space of Higher Education.Olesia Sadovets, Olena Martynyuk, Olha Orlovska, Halyna Lysak, Svitlana Korol & Maryna Zembytska - 2022 - Postmodern Openings 13 (1):330-350.
    The article explores the way gamification transforms the informal learning space of the higher education institutions inspired by information technologies and the all-consuming digitalization of human society. An overview is presented of the existing ideas about gamification in the context of the digital transformation of higher education. It is established that the effective use of gamification as a learning technique in the context of digital transformation of higher education contributes to the implementation of its core principles. We (...)
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  14.  30
    Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students.Chor-lam Chau, Yvonne Yin-yau Tsui & Cecilia Cheng - 2019 - Frontiers in Psychology 10.
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  15.  35
    Gamification of Learning Deactivates the Default Mode Network.Paul A. Howard-Jones, Tim Jay, Alice Mason & Harvey Jones - 2015 - Frontiers in Psychology 6.
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  16.  19
    Initiating count down - gamification of academic integrity.Priyanka Harish, Ajrina Hysaj, Soly Mathew Biju, Shivadas Sivasubramaniam, Dita Henek Dlabolová, Sandra F. Gomes, Sonja Bjelobaba, Jarret Dyer & Zeenath Reza Khan - 2021 - International Journal for Educational Integrity 17 (1).
    Any problem is a problem until a solution is designed and implemented. This paper reports on a workshop that highlights preliminary work done by the working group on Gamification in the scope of European Network for Academic Integrity, which aims to explore the possibility of developing and testing a gamified learning module on academic integrity values. In this paper, the group aims to look at proposing steps we are currently using to develop storyboards of scenarios for the first phase (...)
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  17.  41
    Citizen Science and Gamification.Karola V. Kreitmair & David C. Magnus - 2019 - Hastings Center Report 49 (2):40-46.
    According to the mainstream conception of research involving human participants, researchers have been trained scientists acting within institutions and have been the individuals doing the studying, while participants, who are nonscientist members of the public, have been the individuals being studied. The relationship between the public and scientists is evolving, however, giving rise to several new concepts, including crowdsourcing and citizen science. In addition, the practice of gamification has been applied to research protocols. The role of gamified, crowdsourced citizen (...)
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  18.  28
    Love, Games and Gamification: Gambling and Gaming as Techniques of Modern Romantic Love.Lee Mackinnon - 2022 - Theory, Culture and Society 39 (6):121-137.
    A number of authors claim that Western European modern romantic love has been ‘gamified’ by digital apps and platforms, resulting in a ludic market logic that is increasingly compulsive and even addictive. This paper will suggest that modern romantic love was, in fact, predicated on games, particularly games of chance and competition. These games are seen to provide a number of functions, including homosocial bonding, the vindication of personal responsibility, and bringing about the probability of the improbable. The paper examines (...)
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  19.  16
    Gamification: A non-Duty Incentive.Çiğdem Özkan Sev - 2023 - Beytulhikme An International Journal of Philosophy 13 (13:4):261-289.
    “Sıkıcı kabul edilen ciddi iş yahut etkinliklere eğlenceli addedilen ciddiyetsiz oyun öğeleri bulaştırarak, söz konusu iş yahut etkinliklere yönelik şevki artırmaya, onlardan daha fazla verim almaya çalışmanın genel adı” olarak tarif edilebilecek olan oyunlaştırma, dâhilî oyunlaştırma, haricî oyunlaştırma, davranış değişikliği yaratmayı hedefleyen oyunlaştırma olmak üzere üçe ayırılabilir. Bunların arasında dâhilî oyunlaştırma, oyunlaştırılmış iş yerlerinde çalışanların çalışma şevk ve iş tatminini, dolayısıyla verimliliği artırmakla; haricî oyunlaştırma şirket veya kurumlar için hedef kitlenin müşteri memnuniyetini ve/veya marka sadakatini artırmakla; davranış değişikliği yaratmayı hedefleyen (...)
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  20.  41
    Gamification in Learning and Education: Enjoy Learning Like Gaming.Jingjing Hu - 2020 - British Journal of Educational Studies 68 (2):265-267.
  21.  22
    OntoGamif: A modular ontology for integrated gamification.Rokia Bouzidi, Antonio De Nicola, Fahima Nader & Rachid Chalal - 2019 - Applied ontology 14 (3):215-249.
    Gamification is known as the use of game design elements in non-game contexts. It has gained a great interest from both industrials and academics during the last years due to its role in increasing...
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  22.  51
    The Ethics of Gamification in a Marketing Context.Andrea Stevenson Thorpe & Stephen Roper - 2019 - Journal of Business Ethics 155 (2):597-609.
    Gamification is an increasingly common marketing tool. Yet, to date, there has been little examination of its ethical implications. In light of the potential implications of this type of stealth marketing for consumer welfare, this paper discusses the ethical dilemmas raised by the use of gamified approaches to marketing. The paper draws on different schools of ethics to examine gamification as an overall system, as well as its constituent parts. This discussion leads to a rationale and suggestions for (...)
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  23. Recommendations for Implementing Gamification for Mental Health and Wellbeing.Vanessa Wan Sze Cheng - 2020 - Frontiers in Psychology 11.
    Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories. Definitions of the term “gamification” vary, sometimes widely, between and within academic fields and the effectiveness of gamification is yet to be empirically established. Despite this, enthusiasm for developing gamified mental health technologies, such as interventions, continues to grow. There is a (...)
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  24.  23
    Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises.Katinka van der Kooij, Rosanne van Dijsseldonk, Milou van Veen, Frans Steenbrink, Coen de Weerd & Krista E. Overvliet - 2019 - Frontiers in Psychology 10.
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  25.  32
    DoGood: examining gamification, civic engagement, and collective intelligence.Sebastian Rehm, Marcus Foth & Peta Mitchell - 2018 - AI and Society 33 (1):27-37.
    The mobile internet provides new and easier ways for people to organise themselves, raise issues, take action, and interact with their city. However, lack of information or motivation often prevents citizens from regularly contributing to the common good. In this paper, we present DoGood, a mobile app that aims at motivating citizens to join civic activities in their local community. Our study asks to what extent gamification can motivate users to participate in civic activities. The term civic activity is (...)
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  26. On Semantic Gamification.Ignacio Ojea Quintana - 2017 - In S. Ghosh & S. Prasad (eds.), Logic and its Applications, Lecture Notes in Computer Science 10119. Springer.
    The purpose of this essay is to study the extent in which the semantics for different logical systems can be represented game theoretically. I will begin by considering different definitions of what it means to gamify a semantics, and show completeness and limitative results. In particular, I will argue that under a proper definition of gamification, all finitely algebraizable logics can be gamified, as well as some infinitely algebraizable ones (like Łukasiewicz) and some non-algebraizable (like intuitionistic and van Fraassen (...)
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  27.  16
    Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment.Filip Škola, Simona Tinková & Fotis Liarokapis - 2019 - Frontiers in Human Neuroscience 13:460265.
    This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. Aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing the body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level of MI-BCI (...)
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  28.  28
    Competitive Debate as Innovation in Gamification and Training for Adult Learners: A Conceptual Analysis.Guillermo A. Sánchez Prieto, María José Martín Rodrigo & Antonio Rua Vieites - 2021 - Frontiers in Psychology 12:666871.
    Adult learners demand teaching innovations that are ever more rapid and attractive. As a response to these demands and the challenges of skills training, this article presents a conceptual analysis that introduces competitive debate as an impact training model. The aim is to learn whether debate can be considered to fall within the frame of gamification, so that the full potential of debate as gamification can be exploited. There is a significant research gap regarding competitive debate as a (...)
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  29. From Past to Present: A study of AI-driven gamification in heritage education.Sepehr Vaez Afshar, Sarvin Eshaghi, Mahyar Hadighi & Guzden Varinlioglu - 2024 - 42Nd Conference on Education and Research in Computer Aided Architectural Design in Europe: Data-Driven Intelligence 2:249-258.
    The use of Artificial Intelligence (AI) in educational gamification marks a significant advancement, transforming traditional learning methods by offering interactive, adaptive, and personalized content. This approach makes historical content more relatable and promotes active learning and exploration. This research presents an innovative approach to heritage education, combining AI and gamification, explicitly targeting the Silk Roads. It represents a significant progression in a series of research, transitioning from basic 2D textual interactions to a 3D environment using photogrammetry, combining historical (...)
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  30.  49
    Gaming science: the “Gamification” of scientific thinking.Bradley J. Morris, Steve Croker, Corinne Zimmerman, Devin Gill & Connie Romig - 2013 - Frontiers in Psychology 4.
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  31.  14
    Simulation and gamification in the modern educational space in the teaching system of RCTs.Tatiana Igorevna Tikhanovich - 2021 - Kant 38 (1):344-348.
    The article covers the simulation approach as a part of communicative-oriented teaching, where its main task is to remove psychological barriers in education leading to the fast and effective language learning. The main aim of this method is to provide a life experience through the modern educational environment. Modeling creates situations which helps us to try other strategies while sinking into screenplay. An example in the article we consider a linguo-didactic resource "Время говорить по-русски". The research relevant is vivid: the (...)
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  32.  19
    Neoliberalizing news discourse: A semio-discursive reading of news gamification.Rania Magdi Fawzy - 2019 - Discourse and Communication 13 (5):497-515.
    Gamified news is a clear example of contemporary convergent practices which conflate the functionalities of formerly separate entities, video games and journalism. This practice marks a shift in the journalistic norms, positioning journalism and news users within the neoliberal paradigm. In this view, the study proposes a discursive approach to examine how gamified news discourse is colonized by the neoliberal values of marketization and commodification. The analysis takes a case study of Pirate Fishing: An Interactive Investigation, a gamified news launched (...)
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  33.  17
    Redemption Through Play? Exploring the Ethics of Workplace Gamification.Nick Butler & Sverre Spoelstra - forthcoming - Journal of Business Ethics:1-12.
    Today, it is becoming increasingly common for companies to harness the spirit of play in order to increase worker engagement and improve organizational performance. This paper examines the ethics of play in a business context, focusing specifically on the phenomenon of workplace gamification. While critics highlight ethical problems with gamification, they also advocate for more positive, transformative, and life-affirming modes of organizational play. Gamification is ethical, on this view, when it allows users to reach a state of (...)
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  34.  4
    The Role of Gamification in Teacher Training for Educational Inclusion.Mayra Tatiana Acosta Yela, Roxana Maribel Manrique Toro, José Rodríguez Triviño & Efrén Alejandro Viteri Chiriboga - forthcoming - Evolutionary Studies in Imaginative Culture:1442-1453.
    This research sought to evaluate the impact of a gamified resource program on inclusive education learning and the strengthening of inclusive skills in university students in the city of Machala, Ecuador; focusing on knowledge and understanding. The research has a quantitative approach, with a quasi-experimental design, used an Educational Inclusion questionnaire with multiple options which was based on a Likert scale, was used as a data collection instrument, with a representative sample of 60 students of the seventh semester of the (...)
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  35. Ode to Sparklepony-Gamification in Action.Wendi Sierra & Kyle Stedman - forthcoming - Kairos.
     
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  36.  31
    Enhancing Consumer Online Purchase Intention Through Gamification in China: Perspective of Cognitive Evaluation Theory.Yan Xu, Zhong Chen, Michael Yao-Ping Peng & Muhammad Khalid Anser - 2020 - Frontiers in Psychology 11.
    The application of game elements of gamification in online shopping is attracting interest from researchers and practitioners. However, it remains unclear how gamification affects and improves consumer purchase intention on online shopping platforms, which still leaves a gap in our knowledge. To narrow this theoretical gap, a theoretical model has been built in this study. This model adopts cognitive evaluation theory to explain the impact of gamification elements on consumer purchase intention. Data was collected from 322 online (...)
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  37.  38
    (1 other version)Sur l’échelle de la ludicité. Création et gamification.Aymeric D'afflon - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    L’objectif de cet article est de présenter deux axes généraux d’analyse des jeux vidéo. Le premier axe précise les différents degrés de différenciation entre le play et le game . Le second axe, la « composition actantielle », permet d’évaluer la relation nouée par le joueur avec la collectivité. La combinaison de ces deux critères révèle une forte polarisation entre deux expositions contemporaines : celle du Grand Palais à Paris , et le festival GamerZ d’Aix-En-Provence. Partant de cette observation, nous (...)
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  38.  13
    Picture-Word Interference Effects Are Robust With Covert Retrieval, With and Without Gamification.Hsi T. Wei, You Zhi Hu, Mark Chignell & Jed A. Meltzer - 2022 - Frontiers in Psychology 12.
    The picture-word interference paradigm has been used to investigate the time course of processes involved in word retrieval, but is challenging to implement online due to dependence on measurements of vocal reaction time. We performed a series of four experiments to examine picture-word interference and facilitation effects in a form of covert picture naming, with and without gamification. A target picture was accompanied by an audio word distractor that was either unrelated, phonologically-related, associatively-related, or categorically-related to the picture. Participants (...)
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  39.  9
    More than Just a Tool: A New Approach to Understanding Gamification.A. S. Vetushinskiy - 2020 - Sociology of Power 32 (3):14-31.
    The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamifi­cation to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) ap­proaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (...)
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  40.  46
    “Call of Duty” in the Classroom: Can Gamification Improve Ethical Student Learning Outcomes? A Pilot Study.Kimberly Carbo Pellegrino, Robert Pellegrino & Debra Perkins - 2014 - Journal of Business Ethics Education 11:89-104.
    Increased emphasis has been placed on teaching ethics in business schools. A recent meta-analysis of business ethics instruction indicated that instructional programs have a minimal impact on improving ethical behaviors (Waples et al. 2008). One of the newest trends in MBA education is gamification which allows instructors to employ video game concepts to engage students in serious business problems. Educators are attempting to harness a similar sort of power exhibited by games like FarmVille or Call of Duty and translate (...)
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  41.  21
    Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performance.Anna Riedmann, Philipp Schaper & Birgit Lugrin - forthcoming - AI and Society:1-20.
    Learning is a central component of human life and essential for personal development. Therefore, utilizing new technologies in the learning context and exploring their combined potential are considered essential to support self-directed learning in a digital age. A learning environment can be expanded by various technical and content-related aspects. Gamification in the form of elements from video games offers a potential concept to support the learning process. This can be supplemented by technology-supported learning. While the use of tablets is (...)
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  42.  14
    Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education.Adrián Segura-Robles, Arturo Fuentes-Cabrera, María Elena Parra-González & Jesús López-Belmonte - 2020 - Frontiers in Psychology 11.
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  43. Pokémon UNÉSGO : grammatization, gamification and listification in contemporary culture.Connell Vaughan - 2021 - In Noel Fitzpatrick, Néill O’Dwyer & Michael O’Hara (eds.), Aesthetics, digital studies and Bernard Stiegler. New York: Bloomsbury Academic.
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  44. (1 other version)KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. [REVIEW]Marcelo Luis Fardo - 2013 - Conjectura: Filosofia E Educação 18 (1):201-206.
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  45. The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing.Cheong Kim, Francis Joseph Costello & Kun Chang Lee - 2020 - Frontiers in Psychology 11.
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  46. System to Detect Racial-Based Bullying through Gamification.José A. Álvarez-Bermejo, Luis J. Belmonte-Ureña, Africa Martos-Martínez, Ana B. Barragán-Martín & María del Mar Simón-Marquez - 2016 - Frontiers in Psychology 7.
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  47. Leveling up : a postphenomneological perspective on gamification.Stacey Irwin - 2025 - In Markus Bohlmann & Patrizia Breil (eds.), Postphenomenology and technologies within educational settings. Lanham: Lexington Books.
     
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  48.  62
    Playing with your heart?: Patrick Jagoda: Experimental games: critique, play, and design in the age of gamification. Chicago: University of Chicago Press, 320 pp, $27.50 PB. [REVIEW]A. G. Holdier - 2021 - Metascience 30 (3):483-486.
  49.  36
    Is There a Case for Gamification in Business Ethics Education? An Empirical Study.Michael D. Baumtrog, Hilary Martin, Zahra Vahedi & Sahar Ahadi - 2019 - Teaching Ethics 19 (2):113-127.
    This study compares two uniquely developed tools for engaging undergraduate business ethics students in case discussions: paper-based cases and interactive digital games. The cases we developed address borderline instances of sexual harassment and racism in the workplace and were used to facilitate students’ affective appreciation of the content of course lectures and readings. The purpose of the study was to assess the relative effectiveness of these two tools as teaching aids in increasing affective learning. Pre- and post-test surveys thus focused (...)
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  50. Acknowledgements 1. Introduction 1.1 Attention, Economy, Power 1.2 Post-Phenomenology and New Materialism 1.3 Media, Software and Game Studies 1.4 Chapter outlines 2. Interface 2.1 Interface theory 2.3 Interfaces as Environments 2.4 Interface, Object, Transduction 3. Resolution 3.1 Resolution 3.2 Neuropower 3.3 High and low Resolution 3.4 Phasing between resolutions 3.5 Resolution, Habit, Power 4. Technicity 4.1 Technicity 4.2 Psychopower 4.3 Homogenization 4.4 Irreversibility 4.5 Technicity, Time, Power 5. Envelopes 5.1 Homeomorphic Modulation 5.2 Envelope Power 5.3 Shifting Logics of the Envelope in Games Design 5.4 The Contingency of Envelopes 6. Ecotechnics 6.1 The Ecotechnics of Care 6.2 Ecotechnics of Care: two sites of transduction 6.3 From suspended to immanent ecotechnical systems of care 6.4 The Temporal Deferral of Negative Affect 7. Envelope Life 7.1 Gamification 7.2 Non-gaming interface envelopes 7.3 Questioning Envelope Life 7.4 Pharmacology 8. Conclusions 8.1 Games / Dig. [REVIEW]Capitalism Bibliography Index - 2015 - In James Ash (ed.), The interface envelope: gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
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