3,570 results on '"GAMIFICATION"'
Search Results
2. A framework and serious game to support those with mild cognitive impairment
- Author
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Lau, Sum Yuet Joyce, Agius, H., and Victor, C.
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Serious games ,Gamification ,Gamefulness and playfulness ,Mild Cognitive Impairment ,Dementia - Abstract
Cognitive decline is common in the elderly. As a result, a range of cognitive rehabilitation games have been proposed to supplement or replace traditional rehabilitative training by offering benefits such as improved engagement. This research project focuses on mild cognitive impairment (MCI), an initial stage of cognitive decline that does not affect functioning in daily life, but which may progress towards more serious cognitive deteriorations, notably dementia. Unfortunately, while a variety of serious game frameworks and rehabilitative serious games have been proposed, there is a distinct lack of those which support the distinctive characteristics of MCI patients. Consequently, to optimise the advantages of serious games for MCI, the research proposes the MCI-GaTE (MCI-Game Therapy Experience) framework that may be used to develop serious games as effective cognitive and physical rehabilitation tools. The framework is derived from a combination of a survey of related research literature in the area, analysis of resident profiles from a nursing home, and in-depth interviews with occupational therapists (OTs) who work with MCI patients on a daily basis to help them overcome the disabling effects so that they can carry out everyday tasks. The conceptual framework comprises four sectors that may be used to guide game design and development: an MCI player profile that represents the capabilities of a player with MCI, core gaming elements that support gameful and playful activities, therapeutic elements that support cognitive and physical rehabilitation through tasks and scenarios according to the player's abilities, and motivational elements to enhance the player's attitude towards the serious tasks. Together, they provide tailored support for rehabilitation needs and may also serve as a set of comprehensive and established criteria by which an MCI serious game may be evaluated. To demonstrate the use of MCI-GaTE, an immersive and gesture-based serious game, A go!, is designed that exploits the framework to enable MCI-diagnosed players to undertake a series of tailored therapeutic tasks supported by an assigned OT. To this end, a goal-directed design approach is employed, whereby personas, scenarios and journey maps are developed that satisfy the goals of both the MCI player and their OT, and enable the derivation of functional requirements leading to a visual design. A-go! is realised as a responsive and interactive high-fidelity prototype that supports gesture recognition and 3D game objects from a first-person perspective to facilitate immersion without the need for additional worn devices, such as headsets, which would prove impractical for the targeted elderly players. Evaluation with OTs revealed that the immersive game potentially offers more effective and tailored support to MCI patients than traditional methods, contributing new possibilities for enhancing MCI rehabilitative training, while a comparative assessment of MCI-GaTE demonstrated that it provides a comprehensive approach not currently offered by state-of-the-art rehabilitative frameworks.
- Published
- 2021
3. The effectiveness of augmented reality with gamification in learning 3D geometry
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Thamrongrat, Pornpon
- Subjects
Augmented Reality ,Gamification ,Learning 3D Geometry ,thesis - Abstract
Augmented Reality (AR) technology facilitates the learning of 3D geometry because it allows students to easily manipulate 3D geometric shapes. Besides, gamification can further enhance the potential of AR technology as an educational tool by increasing user engagement. However, some methodological limitations were identified in the existing work on this specific topic. First, one of the major drawbacks was the lack of control groups for evaluating the effect of learning geometry with the conventional teaching methods as compared to that of the AR-based approaches. Second, the AR application assessment focused on learning outcomes, neglecting the user experience aspect. Therefore, the main research question of this PhD research project was to explore to what extent AR-based applications with gamification could make learning 3D geometry more effective and engaging for students as compared with the traditional 2D approach. To address this question, two empirical studies were conducted. In Study 1, an AR application for learning cross-sectional shapes and variables in 3D geometry was developed. The AR-based approach was compared with the traditional chalk-and-board one by involving sixty 12-16 year-olds from two schools in Thailand. In Study 2, how certain gamification elements - Badges, Points and Timer - influenced the motivational effect of the AR application in the learning of 3D geometric shapes was examined. It involved 150 students of 12-16 years old. A motivation questionnaire for measuring Interest, Confidence and Intention to Use level was constructed. Results indicated that the AR classes showed significantly stronger learning effects than the traditional ones, especially for more complex geometric concepts. However, there were no statistically significant differences in the motivational effect between the gamified and non-gamified AR applications, and Points had a stronger learning effect than Badges or Timer. One implication for designing gamified AR educational applications is that time pressure seems an inappropriate gamification element.
- Published
- 2021
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4. Design and evaluation of gamified questioning-based online educational applications for secondary school students
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Andrade Sevillano, Pamela Y.
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Gamification ,online education ,Secondary School Students ,computer science ,thesis ,informatics - Abstract
Gamification is a motivation approach that has increasingly been utilized in a variety of application domains, including technology-enhanced education, to reinforce positive user experiences. Existing research has identified benefits and drawbacks of designing gamified software for different purposes, but little has been explored about the impact that individual gamification elements can have on the learning experience of students in secondary schools. Although many pedagogical approaches have been integrated into educational software to enhance learning outcomes, motivating students through cognitively demanding activities-such as questioning-remains challenging. Gamification can address this challenge by enabling students to enjoy using educational technologies. Thus, in this thesis I investigate the effects of combining gamification and questioning-based techniques in technology-enhanced education, to improve academic performance and learning experience in terms of software usability, user engagement, and motivation. A total of 810 students from five schools in three countries participated in the Main Study of this research. They were divided into (36) groups interacting with one of three gamification elements in two educational platforms: Knowma+ and Go-Lab. For both, I developed digital rewards in the form of points, badges, and leaderboards, which were shown to students after they had formulated questions related to an online physics lesson. Results confirmed that the gamified groups had significant differences compared to the control groups in all measures, except self-reported motivation. With the largest effect size, badges were shown to have a positive impact on students' perceptions of software usability, user engagement, academic performance, and questioning quality. Points and leaderboards were shown to have a more modest impact on these measures. Furthermore, results indicated that usability and user engagement were significant predictors of the learning gains. Implications are inferred from these findings, contributing to the future design and development of gamified educational software.
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- 2021
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5. Exploring the perceived barriers for using gamification as a technique for increasing stakeholder engagement in sustainability accounting and its reporting
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Blakesley, Ian, Sanders, Benjamin, and Hewlett, Denise
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Sustainability ,Gamification ,Stakeholder Theory ,Engagement ,Prototype ,Mixed Methods - Abstract
The influence of social media on society leads to interesting, unanticipated consequences, complexities, opportunities and threats. These are especially prevalent upon key issues of public interest, causing them to spread more quickly and influence more deeply. The climate emergency is one such issue necessitating a search for more sustainable business approaches. Stakeholder engagement in such initiatives is critical. One approach to achieving the desired engagement is through Sustainability Accounting and Reporting (SAR), which summarises organisational impacts on the environment and society alongside financial performance. Accordingly, this research identified perceived barriers to stakeholder engagement in SAR data online. This research applied gamification to assess its effectiveness as a proof of concept in mitigating these barriers. The central generalisable premise of this research is that technology should be used to positively involve stakeholders in topics such as SAR that are perceived disengaging but of critical importance to society. Significant research gaps were identified through a comprehensive review of literature. A contribution to knowledge was built based on a revision to Stakeholder Theory. A two-fold contribution to practice comprised suggestions to increase engagement in SAR data in a practical business context alongside an interactive gamification prototype. Collection of primary data was completed using a two-stage exploratory sequential mixed methods research design incorporating semi-structured interviews and user acceptance testing (UAT) of a gamification prototype. The interviews strived to identify barriers to engagement in SAR, and the online prototype tested if these barriers generalised to a larger sample whist conducting a proof-of-concept exercise on the online prototype. The results suggested that barriers generalised to a larger sample in 75% of cases. 90% of participants viewed the prototype as an acceptable proof-of-concept, and 61% approved of the use of reward systems as an appropriate method of engagement in SAR. A novel conceptual model was built on the findings of this primary research. This model identified antecedents, barriers and mediators of engagement in SAR. It incorporated the influence of public opinion as a key mediator, introducing the concept of "amplifiers" to engagement and motivation over time, in a novel approach underpinning the contribution to knowledge. This was combined with a contribution to practice in the form of suggestions for new techniques, technological approaches and systems in an operational business context. Applications for future research were identified in follow-on studies and immersive game research techniques, as a further significant contribution. Significant propensity to create further knowledge of value in other domains such as tourism or education was also highlighted.
- Published
- 2021
6. Student centred digital game-based learning
- Author
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Coleman, Thomas Edward and Money, A.
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371.33 ,Education ,Serious Games ,Gamification ,Games Design ,Active Learning - Abstract
Background: Modernisation of education encompasses the integration of technological advances, and more active participation of students in their learning through recognised, effective techniques such as Student Centred Learning (SCL). To increase active participation of students with their learning within a classroom environment, significant effort has focused on the integration of digital games into education. These techniques, known collectively as Digital Game-Based Learning (DGBL), show strong potential as a vehicle to deliver SCL, a method termed Student Centred Digital Game-Based Learning (SCDGBL). However, SCDGBL offerings have so far not been focused on the delivery of a fully student centred experience through a comprehensive integration of all seven tenets that comprise SCL. Aim: To design, develop and evaluate a novel DGBL experience that fully realises all seven tenets of SCL in delivering an engaging and effective educational experience. Methods: A design science research approach was used: A systematic literature review assessed state of the art, creating a conceptual framework for SCDGBL literature evaluation. A game design framework, the Student Centred Experience framework, was developed using design thinking and utilised to design a game-based educational artefact: the LogicGate System. It was deployed in a classroom environment to create a SCDGBL experience, with mixed methods evaluation blending user surveys and qualitative focus groups. The revised system, LogicGate-R, was evaluated against a traditional student-centred learning task for delivery of SCL tenets and learning outcomes producing knowledge improvement, by randomised cross-over trial design using a knowledge test, user surveys and qualitative focus group data on student experience. Results: The literature review demonstrated SCDGBL offerings do not currently deliver all seven SCL tenets, particularly the social aspects. In Experiment 1, students responded positively to the LogicGate System, feeling it was an engaging and effective way to learn, and made recommendations for improvements to immersion and feedback which were integrated into developing the high fidelity LogicGate-R System. A randomised cross-over trial, evaluating the Logic-Gate-R system, found that all SCL tenets were delivered while providing equivalent knowledge improvement to a traditional student-centred task. It was rated highly over the traditional task by students in feedback, joint productive activity and autonomy areas. Conclusions: The key contributions of this work include a conceptual framework to evaluate SCDGBL research, identifying gaps for redress. A highly customisable game design framework facilitates full delivery of SCL tenets and desired learning outcomes within a high quality game design. A game designed using this framework was demonstrated to deliver on all SCL tenets, including social aspects neglected in previous offerings. This enabled development of implications and recommendations for future design, usage and evaluation of SCDGBL offerings in educational settings.
- Published
- 2021
7. Gamification and ocean literacy in early secondary education
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Leitao, Rui
- Subjects
371.39 ,Gamification ,Ocean Literacy ,user experience ,Learning Experience ,Motivation ,Engagement ,Game elements ,ICT ,Mobile platforms ,Mobile learning (mLearning) ,Design process research - Abstract
Over the last years, there has been a growing acknowledgement of the ocean's importance and its influence on the well-being of the planet and thus on climate change. Considered as the heart of the planet, the ocean has become one of the most critical aspects in the world environmental agenda with many news articles and headlines commonly featuring in the media. The integration of ocean related topics in educational contents is therefore necessary, as the health of the ocean continues to be threatened by human activity. Mobile digital technologies, and more specifically gamified applications, have the potential to support learning about the ocean as the immersive features of these platforms can involve, motivate and engage pupils with learning about the ocean and help them to visualise complex interactions between our actions and the environment. This thesis investigates the impact of different game elements on learning and motivating pupils about marine environmental issues, by using a mobile prototype application as a research tool. It is organised into six case studies. Case Study 1 investigates if mobile platforms can be a means of assisting learning and teaching about science-related topics to understand the extent to which pupils and teachers employ technologies in educational contexts and investigates the relationships between digital media sources and ocean literacy. Case Study 2 explores KS3 pupils' knowledge about the ocean and the sources from which they get information about the ocean. Case Studies 3 and 4 investigate pupils' experience and the usability of a mobile game and analyse the effects of playing a mobile game about recycling and the effect on stimulating children's motivation to learn about the ocean. Finally, Case Studies 5 and 6 evaluate the impact of different game elements on learning and on the motivation to act to protect the ocean. The findings of this research show that the use of different game elements in ocean science education can affect the learning experience and the children's motivation to recycle. These findings can inform decision-making in the design and development of educational mobile applications intended to enhance learning. The innovative character of this research resides in the systematic evaluation of the distinctive characteristics of different game elements, in order to understand which ones are better suited in a secondary school science learning context. The research project has demonstrated that engaging learners in gamified experiences related to the ocean can improve their literacy and also motivate them to think about their actions in recycling to help look after the ocean. However, as supported by the literature, creating a rich gamified experience is much more than merely adding various game elements to products. In conclusion this thesis offers an overview of the range of impacts that mobile gamified technologies can have on the learning experience in a classroom environment depending on the kind of game element employed at KS3, in Portugal and the UK.
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- 2020
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8. Public engagement technology for bioacoustic citizen science
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Herman, Isak, Blackwell, Alan, and Sandbrook, Chris
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004 ,Human-Computer Interaction ,Bioacoustics ,Citizen Science ,Gamification ,Public Engagement Technology ,User-Centric Design - Abstract
Inexpensive mobile devices offer new capabilities for non-specialist use in the field for the purpose of conservation. This thesis explores the potential for such devices to be used by citizen scientists interacting with bioacoustic data such as birdsong. This thesis describes design research and field evaluation, in collaboration with conservationists and educators, and technological artefacts implemented as mobile applications for interactive educational gaming and creative composition. This thesis considers, from a participant-centric collaborative design approach, conservationists' demand for interactive artefacts to motivate engagement in citizen science through gameful and playful interactions. Drawing on theories of motivation, frequently applied to the study of Human-Computer Interaction (HCI), and on approaches to designing for motivational engagement, this thesis introduces a novel pair of frameworks for the analysis of technological artefacts and for assessing participant engagement with bioacoustic citizen science from both game interaction design and citizen science project participation perspectives. This thesis reviews current theories of playful and gameful interaction developed for collaborative learning, data analysis, and ground-truth development, describes a process for design and analysis of motivational mobile games and toys, and explores the affordances of various game elements and mechanics for engaging participation in bioacoustic citizen science. This thesis proposes research into progressions for scaffolding engagement with citizen science projects where participants interact with data collection and analysis artefacts. The research process includes the development of multiple designs, analyses of which explore the efficacy of game interactions to motivate engagement through interaction progressions, given proposed analysis frameworks. This thesis presents analysed results of experiments examining the usability of, and data-quality from, several prototypes and software artefacts, in both laboratory conditions and the field. This thesis culminates with an assessment of the efficacy of proposed design analysis frameworks, an analysis of designed artefacts, and a discussion of how these designs increase intrinsic and extrinsic motivation for participant engagement and affect resultant bioacoustic citizen science data quantity and quality.
- Published
- 2020
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9. Serious games in teaching computer programming : usage and evaluation
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Abdellatif, Abdelbaset, McMullan, Paul, and McCollum, Barry
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serious games ,e-learning ,gamification ,simulation - Abstract
Several problems occur in higher education computing schools, such as the high attrition and failure rates and the difficulties in teaching computer programming modules. Numerous solutions were proposed to minimise and/or overcome these problems. Yet, the problems weren’t solved. The focus was on the programming module as it was the module that contributed the most towards attrition and had the lowest pass rates among other modules. The use of serious games or game-based learning for teaching computer programming has been used frequently to help overcome the difficulties. But there were no standards or guidelines to be followed to apply this method of teaching and most importantly the lack of appropriate evaluation frameworks limited the benefits of the serious games. This research investigates the computing faculties problems in developed countries and in developing countries that have had less attention in the literature. The research provides data that has been collected from case study universities in the UK and Jordan. The results showed that the attrition rate is increasing in the universities in the developing countries. Further, the failure rate for the computer programming module is high in the universities in case studies of developed and developing countries. A total of 26 interviews were conducted with university teachers of programming modules in the UK and Jordan to highlight the main reasons behind the problems. The results showed that students struggle more with problem solving rather than coding. Also, the results showed that serious games haven’t been used for teaching computer programming before apart from few attempts. The interviewed teachers showed willingness to use serious games in teaching computer programming. The results of the interviews marked loops and arrays as the hardest topics in the first programming module. Since the introductory computer programming module was highlighted as the main cause of the attrition. The use of serious games was proposed to enhance students’ understanding of programming concepts and enrich their experiences. The research aims to improve the use of serious games for teaching computer programming by exploring several success factors that are crucial for implementing the use of serious games effectively. Thus, a framework was developed and implemented through experiments using a serious game with year 1 students in case study universities in the UK and Jordan. Jordan was selected as a case study to check for the feasibility and the possibility of using serious games in teaching in developing countries. The UK was selected as a case study of developed countries for results comparison. The framework involved tests and questionnaires. A total of 82 students participated in the UK experiment and 123 students in Jordan experiment. No results were drawn from the UK experiment because most of the students dropped the experiment. The results of the experiment in Jordan showed that the best approach for using serious games for teaching computer programming is through tutorials. Further, this research emphasises different quality characteristics that have been used in evaluating serious games and proposes a framework to evaluate several dimensions of serious games by choosing and combining appropriate quality characteristics. Pre-evaluation was applied using the developed evaluation framework to a serious game through questionnaires with 16 university and 17 school students in the UK. The results showed that the understandability characteristic achieved the lowest rating. Thus, changes and amendments were added to the serious game, which was a series of tutorials for new users. Post-evaluation was applied using the same evaluation framework to the edited version of the serious game with 24 school students. The results showed an improvement for all the measured quality characteristics. The maximum increase occurred for the understandably characteristic. When the results were compared with the results of the pre-evaluation with school students. A significant improvement was found for 6 out of the 15 tested factors.
- Published
- 2020
10. Upper limb movement modelling for adaptive and personalised physical rehabilitation in virtual reality
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Holmes, Dominic, Charles, Darryl, McClean, Sally, and Morrow, Philip
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610 ,Virtual Reality ,Stroke ,Rehabilitation ,VR ,Fitts Law ,Games ,Gamification - Abstract
Stroke is one of the leading causes of disability with over three-quarters of patients experiencing an upper limb impairment varying in severity. Early, intense, and frequent physical rehabilitation is important for quicker recovery of the upper limbs and the prevention of further deterioration of their upper limb impairment. Rehabilitation begins almost immediately at the hospital. Once released from the hospital it is intended that patients continue their rehabilitation program at home supported by a community stroke team. However, there are two main barriers to rehabilitation continuing effectively at this stage. The first is limited contact with a physiotherapist or occupational therapist to guide and support an intensive rehabilitation programme. The second is that conventional rehabilitation is tough to maintain immediately after stroke due to fatigue, lack of concentration, depression and other effects. Stroke patients can find exercises monotonous and tiring, and a lack of motivation can result in patients failing to engage fully with their treatment. Lack of participation in prescribed rehabilitation exercises may affect recovery or cause deterioration of mobility. This thesis examines the hypothesis that upper limb stroke rehabilitation can be made more accessible and enjoyable through the use of modern commercial virtual reality (VR) hardware, with personalised models of user hand motion adapted to user capability over time, and VR games with tasks that utilise natural hand gestures as input controls to execute personalised physical rehabilitation exercises. To support the investigation of this hypothesis a novel adaptive, gamebased, virtual reality (VR) rehabilitation system has been designed and developed for self-managed rehabilitation. Hands are tracked using a Leap Motion Controller, with hand movements and gestures used as in input controller for VR tasks. A user-centred design methodology was adopted, and the final version of the system was evolved through several versions and iterative testing and feedback through trials with able-bodied testers, stroke survivor volunteers, and practising clinicians. A key finding of the research was that an adapted form of Fitts's law, that models difficulty of reaching and touching objects in 3D interaction spaces, could be used to profile movement capability for able-bodied people and stroke patients vii in upper arm VR stroke rehabilitation. It was also found that even when Fitts's law was less effective, that the statistics of the regression quality were still informative in profiling users. Fitts law regression statistics along with information on task performance (such as percentage of hits) could be used to adapt task difficulty or advising rest. Further, it was found that multiple regression could provide better movement capability profiles with a modified form of Fitts law to account for varying degrees of difficulty due to the angles of motion in 3D space. In addition, a novel approach was developed which profiled sectors of the 3D VR interaction space separately, rather than treat movement through the whole space as being equally difficult. This approach accounts for some stroke patients having more difficulty moving in some directions than others, e.g. up and left. Results demonstrate that this has potential but may need to be investigated further with stroke patients and with larger numbers of people. The VR system that utilised the movement capability model was evolved over time with a user-centred design methodology, with input from able-bodied people, stroke patients, and clinicians. A final longitudinal study investigated the suitability of three bespoke games, the usability of the system over a longer time, and the effectiveness of the movement profiler and adaptive system. Throughout this experiment, the system provided informative user movement profile variations that could identify unique movement behaviour traits in individuals. Results showed that user performance varied over time and the adaptive system proved effective in changing the difficulty of the tasks for individuals over multiple sessions. The VR rehabilitation games incorporated enhanced gameplay and feedback, and users expressed enjoyment with the interactive experience. Throughout all of the experiments, users enjoyed wearing a VR headset, preferring it over a standard PC monitor. Most users subjectively felt that they were more effective in completing tasks within VR, and results from experiments provided empirical evidence to support this view. Results within this thesis support the proposal that an appropriately designed, adaptive gamebased VR system can provide an accessible, personalised and enjoyable rehabilitation system that can motivate more regular rehabilitation participation and promote improved motor function.
- Published
- 2019
11. Post-digital audience engagement activity in and across visual arts and publishing
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Preston, Louisa, Squires, Claire, Beech, Nic, and Greig, Gail Jane
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302.23 ,Publishing ,Visual arts ,Post-digital ,Audience engagement ,Cultural historical activity theory (CHAT) ,Events ,Gamification ,Gatekeeping ,Curating ,Practice-based studies ,Literature ,Contemporary art ,National collections ,Publishers and publishing - Abstract
This thesis conceptualises post-digital audience engagement activity in activity settings across visual arts and publishing. The research question is: how is audience engagement activity understood in and across publishing and the visual arts in the post-digital age? The central argument this thesis makes is that in the post-digital age relationships between the audience (and conceptualisations thereof) and cultural/sector organisations are undergoing a degree of transformation. Additionally, activities in the publishing industry have become significant to other areas of the creative industries, as media has begun to converge in the post-digital age. Greater understanding of audience engagement activity in this wider context bears significance for the potential roles and expanded activities that publishers can undertake. This thesis explains the dynamics of post-digital audience engagement activity undertaken in the visual arts and publishing. Post-digital audience engagement activity is motivated towards expanding audiences, creating new relationships with audiences and developing new playful transactions. Events have a key role in expanding audiences, generating participation and transformations of activity. Other key features of post-digital audience engagement are digital tools which interact with other analogue instruments of engagement and gamification and playful features of activity drawn from games development practice. Taking a practice-based studies approach, this research used Cultural Historical Activity Theory. The research methodology adopted a mixture of research strategies drawn from ethnography and case study research. An adaptation to the case study strategy of activity settings was used relating to the challenge of demarcating boundaries of a case while adopting a practice ontology. Qualitative data in the form of semi-structured interviews, observational fieldnotes, documents and images form the data sets for this research in three activity settings of publishing, national art collections and contemporary art. Organisations which are central to these activity settings are Publishing Scotland, National Galleries of Scotland and Dundee Contemporary Arts.
- Published
- 2019
- Full Text
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12. Gamification, interdependence, and the moderating effect of personality on performance
- Author
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Star, K.
- Subjects
306.4 ,gamification ,interdependence ,cooperation ,competition ,personality ,performance ,game elements ,five factor model ,multilevel mixed analysis - Abstract
Because of their seemingly universal appeal, game elements such as points, goals and leaderboards, are increasingly being incorporated into non-entertainment situations with the aim of increasing user performance. This process is referred to as gamification. However, little empirical research exists on gamification’s effectiveness in enhancing performance, particularly with respect to moderating influence of user personality traits. Social gamification that involves more than one participant incorporates social interdependence, which takes form as negative interdependence (competitive in nature) or positive interdependence (cooperative in nature). Based on the hypothesis that the interdependence type underlying a gamification system would appeal to differing personality traits, this study reports a quasi-experiment involving a platform designed to manipulate participant interdependence structure among cooperation, competition, and neutrality, with the latter acting as the control condition. These three interdependence structures functioned as the experiment’s independent variable, with measures of participant performance as dependent variables, together with the participant personality traits assessed using the five factor model of personality acting as moderating variables. 294 undergraduate participants worked with the platform on a voluntary basis over an eight-week period, spending 38,180 minutes and performing 3,275 actions. At the conclusion of the experiment, the data collected were analysed using Kruskal-Wallis, ANOVAs, multilevel mixed method regression models, and a generalised estimating equation. The study’s results yield significant evidence that incorporating gamification in the experimental platform increases participant performance as measured by completed actions on the platform, and that participant personality traits moderated performance depending on interdependence structure. Significant results suggest that within the gamified platform, Extraversion positively moderates performance under competition and Openness positively moderates performance under cooperation.
- Published
- 2015
13. VideoTag : encouraging the effective tagging of internet videos through tagging games
- Author
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Lewis, Stacey
- Subjects
006.7 ,Tagging ,gamification ,games with a purpose ,video retrieval ,game design ,tag classification ,motivation ,tags ,You Tube - Abstract
The tags and descriptions entered by video owners in video sharing sites are typically inadequate for retrieval purposes, yet the majority of video search still uses this text. This problem is escalating due to the ease with which users can self-publish videos, generating masses that are poorly labelled and poorly described. This thesis investigates how users tag videos and whether video tagging games can solve this problem by generating useful sets of tags. A preliminary study investigated tags in two social video sharing sites, YouTube and Viddler. YouTube contained many irrelevant tags because the system does not encourage users to tag their videos and does not promote tags as useful. In contrast, using tags as the sole means of categorisation in Viddler motivated users to enter a higher proportion of relevant tags. Poor tags were found in both systems, however, highlighting the need to improve video tagging. In order to give users incentives to tag videos, the VideoTag project in this thesis developed two tagging games, Golden Tag and Top Tag, and one non-game tagging system, Simply Tag, and conducted two experiments with them. In the first experiment VideoTag was a portal to play video tagging games whereas in the second experiment it was a portal to curate collections of special interest videos. Users preferred to tag videos using games, generating tags that were relevant to the videos and that covered a range of tag types that were descriptive of the video content at a predominately specific, objective level. Users were motivated by interest in the content rather than by game elements, and content had an effect on the tag types used. In each experiment, users predominately tagged videos using objective language, with a tendency to use specific rather than basic tags. There was a significant difference between the types of tags entered in the games and in Simply Tag, with more basic, objective vocabulary entered into the games and more specific, objective language entered into the non-game system. Subjective tags were rare but were more frequent in Simply Tag. Gameplay also had an influence on the types of tags entered; Top Tag generated more basic tags and Golden Tag generated more specific and subjective tags. Users were not attracted to use VideoTag by the games alone. Game mechanics had little impact on motivations to use the system. VideoTag used YouTube videos, but could not upload the tags to YouTube and so users could see no benefit for the tags they entered, reducing participation. Specific interest content was more of a motivator for use than games or tagging and that this warrants further research. In the current game-saturated climate, gamification of a video tagging system may therefore be most successful for collections of videos that already have a committed user base.
- Published
- 2014
14. Can online interfaces enhance learning for public decision-making? : eliciting citizens’ preferences for multicriteria decision analysis
- Abstract
Innovative online interfaces informing and consulting citizens about their preferences for multicriteria decision analysis (MCDA) could make public decision-making more participatory. We propose a three-faceted learning for decision-making framework and used it to test newly-designed online weight elicitation interfaces. We investigated two features meant to enhance learning: fully-fledged gamification with a narrative, interaction with nonplayer characters, and ambient music, and learning loops (LL) using consistency checks of elicited weights and the challenge to resolve inconsistencies. We operationalized our framework with a novel systematic set of measure instruments providing complementary data types. We designed a 2 × 2 between-subject experiment with pre- and postquestionnaires. Answers from 769 respondents, representative of the Swiss population in age and gender, indicated that the interfaces successfully raised awareness about wastewater management. Gamification was helpful: respondents performed better in the factual learning test, and unexpected social learning occurred. However, gamification lowered the perception of process understanding. The LL were beneficial: objectively, respondents performed better in the factual learning test. However, respondents perceived the LL as cognitively demanding and their factual learning as lower. Our structured assessment highlighted the need for further research to investigate, for instance, high interpersonal variability and the disparities between tested and perceived learning. Measuring preference construction remains challenging; and social learning should be added to the assessment framework. Applying such structured assessment of learning outcomes to more traditional operational research interventions would provide a baseline for future comparison.
- Published
- 2023
15. Gamifying online surveys to engage citizens in complex decision-making
- Abstract
Transformations can require deliberative, participatory decision-making processes that go beyond disciplinary silos. Such complex decision-making processes can be supported by Multi-Criteria Decision Analysis. Eliciting stakeholders’ preferences that are compatible with value-focused thinking and Multi-Attribute Value Theory is particularly relevant. It reveals unavoidable trade-offs and how the different stakeholders are willing to make these trade-offs. Hereby, it can serve as a basis for deliberative transformation processes. Using wastewater management real-world cases which impact the citizenry both directly and indirectly, I investigated (1) whether online preference elicitation produced reliable data, and (2) whether gamifying the interface for online preference elicitation made preference elicitation more accessible, and enjoyable, for many. My contribution will briefly explain the methodology, and present results from my empirical and experimental research. Online preference elicitation, gamified or not, proved successful at raising citizen awareness on the challenges faced by wastewater management in Switzerland.
- Published
- 2023
16. Game-based approaches for Behavioural Operational Research?
- Abstract
Co-chairing an interactive session following input situating game-based approaches for (B)OR and (B)OR for game-based approaches.
- Published
- 2023
17. Gamified online surveys : assessing experience with self-determination theory
- Abstract
We developed four online interfaces supporting citizen participation in decision-making. We included (1) learning loops (LLs), good practice in decision analysis, and (2) gamification, to enliven an otherwise long and tedious survey. We investigated the effects of these features on drop-out rate, perceived experience, and basic psychological needs (BPNs): autonomy, competence, and relatedness, all from self-determination theory. We also investigated how BPNs and individual causality orientation influence experience of the four interfaces. Answers from 785 respondents, representative of the Swiss German-speaking population in age and gender, provided insightful results. LLs and gamification increased drop-out rate. Experience was better explained by the BPN satisfaction than by the interface, and this was moderated by respondents' causality orientations. LLs increased the challenge, and gamification enhanced the social experience and playfulness. LLs frustrated all three needs, and gamification satisfied relatedness. Autonomy and relatedness both positively influenced the social experience, but competence was negatively correlated with challenge. All observed effects were small. Hence, using gamification for decision-making is questionable, and understanding individual variability is a prerequisite; this study has helped disentangle the diversity of responses to survey design options.
- Published
- 2023
18. Beezy, a gamified project management tool
- Abstract
In today’s fast-paced business world, companies struggle to manage their projects effectively without suffering the negative effects of excessive workloads and deadline pressures. In order for teams to effectively coordinate their efforts and monitor their progress towards achieving their goals or objectives, project management is essential for any company. However, burnout is still a common problem among employees, which lowers efficiency, morale, and productivity. Businesses must come up with creative and innovative solutions to sustain employee motivation and engagement, while still maintaining their projects efficiently and successfully, as well as incentivizing team building, as it helps create a sense of unity and common purpose among team members. This university thesis embarks on the journey of designing Beezy, a gamified project management tool, following a methodology of one of the most famous authors in the field, Amy Jo Kim. Beezy’s design aims to transform the project management landscape by incorporating elements of gamification to help motivate and increase team collaboration, ultimately offering a fresh and engaging approach to project management. After setting the stage for the project by identifying the motivations that sparked this idea, as well as articulating the problem, the objectives for this project, and the project's scope, an in-depth study of the relevant topics is made. Located within the State of the Art, this study delves deeply into project management and gamification, providing the essential foundation to understand the project´s full potential and capabilities. Beezy is made up of three main components: a project management tool, an immersive social deduction game called HoneyRush!, and a friendly customizable pet companion, Beebo. These elements contribute to enhancing employee morale, fostering engagement, and increasing overall productivity and efficiency. Playtesting and validation plays a crucial role in ensuring Beezy´s usabil
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- 2023
19. Los juegos de Escape Room como herramienta docente en Urbanismo: una propuesta didáctica
- Abstract
Gamification is a tool to promote student motivation in Higher Education. This teaching experience proposes the implementation of gamification, specifically Breakout Games, as a way to reinforce and assimilate certain concepts related to Urban Planning among Architecture students, while playing and working collaboratively. The activity involves the design of different games based on concept associations, which must be correctly solved in order to escape from the classroom, as well as a final evaluation based on students’ experience. Breakout Games format has been positively received by students, who express an overall satisfaction with this teaching experience, as they identify key aspects and detect difficulties in completing the tasks, thus reinforcing concepts from the course., La gamificación en la enseñanza universitaria es una herramienta para promover la motivación del alumnado en las aulas. Esta experiencia docente propone la incorporación de la gamificación y, en concreto, del formato Escape Room como medio para, a través del juego y el trabajo colaborativo, reforzar el aprendizaje y la asimilación de algunos conceptos relacionados con el Urbanismo entre los estudiantes de Arquitectura. La actividad incluye el diseño de diferentes juegos basados en la asociación de conceptos, los cuales deben ser resueltos correctamente para poder escapar del aula, así como una evaluación final por parte de los estudiantes sobre su experiencia. El formato Escape Room ha sido valorado positivamente por el alumnado que se muestra satisfecho, de forma general, con esta experiencia docente, y que les ha permitido identificar aspectos clave, así como detectar dificultades en la realización de las pruebas, reforzando así conceptos de la asignatura., Peer Reviewed
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- 2023
20. Implementació de metodologies actives per l'aprenentatge d'elements de màquines
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- 2023
21. Predictive Model for Factors Influencing Students’ Continuance Usage Intention on a Gamified Formative Assessment Application
- Abstract
Formative assessments help students identify their strengths and weaknesses as well as the target areas that need work. Meanwhile, the success of gamification implementation in mobile learning (m-learning) applications has been proven by many research associated with technology acceptance. However, studies on the technology post-acceptance phase are scarce. Deploying gamification concepts in competency-based education and assessment method, aim to diversify the game dynamics usage in new and practical areas such as technical and vocational education. Therefore, this study focused on the development of a predictive model for a gamified m-learning application that extends the Expectation Confirmation Model (ECM) with perceived enjoyment. This study applied a correlational research design on the students of Technical and Vocational Education and Training (TVET) based diploma programmes in one of Malaysian public university. An online survey was conducted, and garnered 269 responses, which were used in the final analysis based on the Partial Least Square-Structural Equation Modelling (PLS-SEM). The findings showed that all the factors in the model, which are the confirmation of expectation, satisfaction, perceived usefulness and perceived enjoyment, appeared to be significantly influencing the students’ continuance usage intention towards the gamified m-learning application as well as jointly explained 64.6% (R2) of the changes. The addition of variable perceived enjoyment provided an increment of 2.7% compared to the R2 value of the original ECM model. Most importantly, the proposed extended ECM proved to be a reliable prediction model when the Q2 values for continuance use intention and perceived usefulness displayed strong predictive accuracy, having 0.368 (Q2) for both variables, while satisfaction showed moderate strength with the value of 0.305 (Q2). Therefore, the predictive model is reliable to be used to investigate future usage and effective designs of gamifie
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- 2023
22. Moodle-Based E-learning Development by Implementing Gamification Concept
- Abstract
This research aims to produce moodle-based e-learning media by applying the concept of gamification to the subject "Visual Communication Design in Industry 4.0", targeting class X students at SMK Negeri 5 Kendari. This research uses the R & D (Research and Development) method by applying the ADDIE model research procedure (Analysis, Design, Development, Implementation, Evaluation). The type of data used in this research is quantitative data derived from primary data. The data obtained in this study came from the results of public tests which included media experts, material experts, and field tests conducted by students. The data generated was then analysed using descriptive techniques to test the feasibility of the media. The results of the feasibility test conducted by three media experts stated "Very Feasible" with an average percentage of 93.89%, the results of the feasibility test conducted by three material experts stated "Very Feasible" with an average percentage of 97.08%, and also the results of the feasibility test conducted by students stated "Very Feasible" with an average percentage of 87.97% so that the gamification-based e-learning media developed is very feasible to use as learning media.
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- 2023
23. Videojocs: més enllà de la diversió
- Abstract
Els videojocs tenen un enorme poder d’atracció sobre bona part de la població infantil, juvenil i adulta. Els anomenats jocs seriosos són videojocs dissenyats per a altres finalitats que les purament lúdiques. La ludificació consisteix en la introducció de mecàniques de joc en contextos no lúdics. Totes dues tecnologies intenten aprofitar el caràcter captivador del joc per atraure i retenir usuaris en activitats no lúdiques tan diverses com l’educació, la rehabilitació o el reclutament professional. Aquest article explora el concepte joc, n’analitza les característiques i els elements de disseny i exposa exemples d’aplicacions de jocs seriosos i ludificacions., Video games exert an enormous power of attraction on a large part of the child, youth and adult population. The so-called serious games are video games designed for purposes other than pure leisure. Gamification consists in the introduction of game mechanics in non-playful contexts. Both try to take advantage of the captivating nature of the game to attract and retain users in non-playful activities as diverse as education, rehabilitation or professional recruitment. This article explores the concept of play, analyzes its characteristics and design elements, and presents examples of serious games and gamification.
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- 2023
24. Use of gamification as a pedagogical strategy to strengthen the understanding of application problems with rational numbers
- Abstract
Gamification is defined as incorporating game elements in non-traditional academic environments to motivate students and improve their engagement and participation in learning processes. This quali-quantitative study aimed to analyze gamification uses as a teaching strategy to improve the understanding of application problems with rational numbers and its influence on motivation during learning. Twenty-eight students participated in this study. The data analysis showed that students who received instruction with gamification obtained a greater understanding of the content and a more remarkable ability to work individually and in teams. In addition, students expressed greater satisfaction and motivation for mathematics through gamification., La gamificación se define como la incorporación de elementos de juego en entornos académicos no tradicionales para motivar a los estudiantes y mejorar su compromiso y participación en los procesos de aprendizaje. Este estudio cuali-cuantitativo tuvo como objetivo analizar los usos de la gamificación como estrategia didáctica para mejorar la comprensión de problemas de aplicación con números racionales y su influencia en la motivación durante el aprendizaje. Veintiocho estudiantes participaron en este estudio. El análisis de los datos mostró que los estudiantes que recibieron instrucción con gamificación obtuvieron una mayor comprensión de los contenidos y una capacidad de trabajo individual y en equipo más notable. Además, los estudiantes expresaron una mayor satisfacción y motivación por las matemáticas a través de la gamificación.
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- 2023
25. The learning-oriented gamification virtual environments of Android Studio
- Abstract
The research aimed to determine the effectiveness of virtual gamification environments as a pedagogical strategy to motivate learning on the Android Studio platform at the High School level in the Millennium Educational Unit "Jama." Which had a quantitative approach that developed surveys on the previous knowledge achieved by teachers related to virtual gamification environments, showing that 97% of teachers do not have basic knowledge related to the subject, and at the same time, 67% have no knowledge regarding virtual environments in the teaching-learning process. Considering the importance of introducing virtual gamification environments in the teaching-learning process to improve the teacher/student relationship through technology since one must constantly learn to be on par with the most developed countries globally., El propósito de la investigación fue determinar la efectividad de los entornos virtuales de gamificación como una estrategia pedagógica para motivar el aprendizaje en la plataforma de Android Studio a nivel de Bachillerato en la Unidad Educativa del Milenio “Jama”. La cual tuvo un enfoque cuantitativo que desarrollo encuestas sobre los conocimientos previos alcanzados por los docentes relacionados con los entornos virtuales de gamificación, evidenciándose que el 97% de los docentes no cuentan con un conocimiento básico relacionado con el tema, al mismo tiempo el 67% no tiene conocimientos respecto de los entornos virtuales en el proceso de enseñanza-aprendizaje. Planteándose la importancia de introducir los entornos virtuales de gamificación en el proceso de enseñanza-aprendizaje, con el fin de mejorar la relación docente/estudiante, mediante el uso de la tecnología ya que se debe estar en constante aprendizaje para así estar a la par a los países más desarrollados a nivel global.
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- 2023
26. Resíduos sólidos urbanos em contexto educacional com crianças: Uma experiência extensionista em jogo
- Abstract
This article deals with a sample of extension experiences that occurred in 2022 belonging to the UTFPR university extension project entitled: institutional partnerships for social actions in state schools and municipal schools of Curitiba-PR. With the collaboration of a scholarship holder and the active participation of the authors, the action "Vigilante dos resíduos" was organized for full time students. The results of the separation of urban solid waste at school and at home comprised the investigation and data collection. The construction of didactic and pedagogical strategies, based on a libertarian practice, explored the basic concepts of university extension and the production of knowledge by all subjects involved. Based on the sociology of childhood, open investigative processes, and active participation, gamification was explored as a didactic strategy. We conclude that there are strong links between theories, teaching work, and extension practices for the production and appropriation of knowledge that enhances innovation, the search for solutions, and relationships., Este artigo é uma mostra de experiências extensionistas ocorrentes em 2022 pertencentes ao projeto de extensão universitária da UTFPR titulado: parcerias institucionais para ações sociais nos colégios estaduais e escolas municipais de Curitiba-PR. Com a colaboração técnica de bolsista e participação ativa das autoras, foi organizada a ação “Vigilante dos resíduos”, para estudantes de ensino integral. A arte e a separação dos resíduos sólidos urbanos na escola e nos lares compuseram a investigação e coleta de dados. A construção de estratégias didático-pedagógicas, fundamentadas em uma prática libertária, explorou os conceitos basilares sobre extensão universitária de produção de saberes e conhecimentos por todos os sujeitos envolvidos. A partir da Sociologia da infância, de processos investigativos abertos e participação ativa, explorou-se a gamificação como estratégia didática. Conclui-se que existem fortes laços entre teorias, trabalho docente e práticas extensionistas para produção e apropriação de conhecimentos, busca de soluções e dos relacionamentos que estão em fase de processos potencializadores de inovação. Por isso, é necessário assegurar para o processo ensino e aprendizagem a libertação de práticas conservacionistas e pragmáticas que não conversem com movimentos e ações extensionistas de Educação Ambiental sobre o ambiente, pesquisa, e convivialidade com o Cosmos e a ética., Este artículo trata de una muestra de experiencias de extensión ocurridas en 2022 pertenecientes al proyecto de extensión universitaria de la UTFPR titulado: alianzas institucionales para acciones sociales en escuelas estaduales y municipales de Curitiba-PR. Con la colaboración de becarios y la participación activa de los autores, se organizó la acción "Vigilante de los residuos", para estudiantes de educación integral. La investigación y la recogida de datos consistieron en la separación de los residuos sólidos urbanos en la escuela y en el hogar. La construcción de estrategias didáctico-pedagógicas, a partir de una práctica libertaria, exploró los conceptos básicos sobre la extensión universitaria del conocimiento y la producción de conocimiento por parte de todos los sujetos involucrados. Basándose en la sociología de la infancia, los procesos de investigación abiertos y la participación activa, se exploró la gamificación como estrategia didáctica. Se concluye que existen fuertes vínculos entre las teorías, el trabajo docente y las prácticas extensionistas para la producción y apropiación de conocimientos que potencien la innovación, la búsqueda de soluciones y las relaciones.
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- 2023
27. Actualización educativa: Una revisión bibliográfica sobre las metodologías emergentes en el metaverso
- Abstract
This work explores the incursions of education in the metaverse and conceptually defines metaverses and their types. It also examines the opportunities of educational methodologies in this phenomenon, such as gamification, blended learning, and game-based learning. A bibliographic review was conducted through searches in different databases and open scientific articles, using keyword criteria and the snowball technique for the sample selection of 166 publications, many of which belong to databases such as ACM, Elsevier, Taylor & Francis, IEEE/IEEE Xplorer, FLACSO Andes, among others. It is concluded that metaverses can improve the teaching-learning process in formal education by combining their technological and virtual capabilities with promising pedagogical options such as game-based learning and blended learning., En este trabajo se exploraron las incursiones de la educación en el metaverso y se definieron conceptualmente los metaversos y sus tipos. También se examinaron las oportunidades de las metodologías educativas en este fenómeno, tales como: la gamificación, el aprendizaje combinado y el aprendizaje basado en el juego. Se realizó una revisión bibliográfica mediante búsquedas en diferentes bases de datos y artículos científicos abiertos, y se utilizaron criterios de palabras clave y la técnica bola de nieve para la selección muestral de 166 publicaciones, las cuales pertenecen a las bases de datos: ACM, Elsevier, Taylor & Francis, IEEE/IEEE Xplorer, FLACSO Andes, entre otras. Se concluyó que los metaversos pueden contribuir a la mejora del proceso de enseñanza-aprendizaje en la educación formal, combinando sus capacidades tecnológicas y virtuales a nuevas opciones pedagógicas prometedoras como el Game-Based Learning y el aprendizaje combinado.
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- 2023
28. Interacción y gamificación: enseñanza de la filosofía en la Universidad de Pamplona
- Abstract
Teaching philosophy during the pandemic was a challenge from a pedagogical perspective, as it required those involved in the educational process to overcome the digital divide. Now, it is crucial, following De Sousa Santos, to look at the lessons the virus taught us in this regard, and that is the primary purpose of this paper. Particularly, we reflect on the role of gamification as a pedagogical tool in the teaching of philosophy at the Universidad de Pamplona in Colombia. Based on our analysis, it is argued that teaching philosophy amid the health crisis caused by the SARS-CoV-2 virus mainly posed a didactic and pedagogical challenge. This challenge, indeed, highlighted the need for interactivity and the instruction of the different philosophy courses in a synchronous format via an online learning platform. Another challenge identified here was incorporating gamification into the teaching practices and evaluation processes in e-learning environments. In conclusion, the Universidad de Pa mplona has been implementing synchronous and asynchronous remote activities through its virtual learning environment to encourage learning to know, learning to do, learning to live together, and learning to be., La enseñanza de la filosofía en tiempos de pandemia ha sido un desafío para la labor docente en perspectiva de pedagogía, con miras a superar la brecha digital por parte de quienes intervienen en el proceso de enseñanza. Quedaría, entonces, como se interpreta desde De Sousa Santos: mirar las enseñanzas que ha dejado el virus, siendo lo que, en tal sentido, se propone este escrito. Por tanto, se reflexiona en torno a cómo se desarrolla la interacción de la gamificación en la enseñanza de filosofía como elemento pedagógico en el contexto de la Universidad de Pamplona, Colombia. Así las cosas, se argumenta que el principal desafío de la enseñanza de la filosofía en medio de la crisis sanitaria generada por el SARS-CoV-2 es de carácter didáctico y pedagógico en sus procesos de enseñanza. Dicho proceso apunta al desarrollo de la interactividad y la instrucción de las diferentes asignaturas del pénsum de Filosofía en modalidad sincrónica, mediada por una plataforma online de enseñanza. El siguiente desafío se enfoca en la inclusión de la gamificación en la educación virtual en procesos didácticos de enseñanza y evaluación. Se concluye que en la Universidad de Pamplona la educación remota sincrónica y asincrónica se está desarrollando en el entorno virtual de aprendizaje para promover el aprender a conocer, a hacer, a vivir juntos para llegar a aprender a ser.
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- 2023
29. Nuevas técnicas docentes en Anatomía Humana para estudiantes de Ciencias de la Actividad Física y Deporte
- Abstract
When teaching Anatomy for the first time in Physical Activity and Sports Science Degree we faced with the discontent of the students, as they considered Anatomy as a complex subject and without interest for them. For this reason, we proposed to development a motivational model and design specific practices where to study a selected group of muscles through with a specific sport (football, basketball, golf and running). In addition, we implemented another series of teaching dynamics in order to increase the interest in Anatomy, such as gamification and 3D simulation programs. We carry out knowledge questionnaires before and after the experience and also, a final satisfaction survey. After analyzing the results, we observed the effectiveness of our tool and demonstrated that, thanks to the specific practices, the made mistakes were decreased in the questionaries. This teaching modality plus the use of gamification were widely accepted by the student., Al impartir por primera vez Anatomía en el grado en Ciencias de la Actividad Física y Deporte, nos enfrentamos al descontento del alumnado, pues consideraban la Anatomía como una asignatura compleja y sin interés para ellos. Por eso, nos planteamos desarrollar un modelo motivacional y diseñamos prácticas específicas donde estudiar un grupo muscular determinado a través de un deporte seleccionado (futbol, baloncesto, golf, tenis o running). Además, implantamos otra serie de dinámicas que aumentaron el interés por la Anatomía, como la gamificación y la utilización de programas de simulación en 3D. Realizamos cuestionarios de conocimientos antes y después de la experiencia y una encuesta de satisfacción final. Tras el análisis de los resultados, observamos la efectividad de nuestra herramienta y demostramos que, gracias a las prácticas específicas, disminuyó el grado de errores en los cuestionarios realizados. Tanto esta modalidad de docencia, como la gamificación, fueron ampliamente aceptadas por el alumnado.
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- 2023
30. La implementación de un simulador de negocios en el Máster de Turismo de la Universidad de Huelva
- Abstract
A hotel management simulator has recently been implemented in the Tourism Master of the University of Huelva. This implementation process was carried out by three professors who teach in the master's degree, and through the analysis of this implementation it was intended to detect which were the factors that were most relevant when deciding and carrying out the implementation. For this, a causal study was carried out through fuzzy cognitive maps and the results obtained were analyzed with the FCMappers software, which allowed to point out the factors "quality management" and "perceived usefulness" as the two most relevant factors to the time to decide and carry out the implementation of the simulator., En el Máster de Turismo de la Universidad de Huelva se ha implementado recientemente un simulador de gestión hotelera. Este proceso de implementación se llevó a cabo por tres profesores que imparten docencia en el máster, y a través del análisis de esta implementación se pretendió detectar cuáles fueron los factores que tuvieron más relevancia a la hora de decidirse y llevar a cabo la implementación. Para ello, se realizó un estudio causal a través de mapas cognitivos difusos y los resultados obtenidos se analizaron con el software FCMappers, lo que permitió señalar a los factores “gestión de calidad” y “utilidad percibida” como los dos factores más relevantes a la hora de decidirse y llevar a cabo la implementación del simulador.
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- 2023
31. DefAnalytical Game: Aprendizaje de Términos Analíticos mediante una Aplicación Móvil
- Abstract
University teaching has changed over the last few years due to the digital transformation, which has been intensified by COVID-19. Currently, almost all universities use some kind of virtual platform, whether for uploading content or for organizing virtual activities to motivate students, among others. In this environment of university-teaching innovation, gamification is an alternative to increase motivation and reduce the problems of student distraction. The combination of technology and the need for gamification has led to the creation of numerous websites, applications, and other resources available to teachers, which allow them to present subject content in a more attractive way. These resources are especially relevant in subjects where a good knowledge of specific terminology is required, as in the case of analytical chemistry. This work proposes the use of the Quizizz application, in the 2023/24 course, for second-year pharmacy students. The aim is to enable students to learn and revise the specific terminology of analytical chemistry. The use of the application will be proposed to half of the students and the other half will be used as control groups. The division into two groups will allow: (i) to evaluate the effectiveness of this application; (ii) to see if it helps to understand and improve analytical chemistry knowledge; (iii) to improve student results. Furthermore, to avoid comparative grievances among the students, once the trial period of the application is over, the students in the control group will be offered the possibility of doing complementary activities. It is expected that with the use of gamification, students will show greater interest and achieve a better understanding of the subject., La enseñanza universitaria ha cambiado a lo largo de los últimos años debido a la transformación digital, que se ha visto intensificada por el COVID-19. Actualmente, casi todas las universidades utilizan algún tipo de plataforma virtual, tanto para volcar contenido como para organizar actividades virtuales que motiven a los alumnos, entre otras. En este entorno de innovación docente de las universidades, la gamificación es una alternativa para aumentar la motivación y reducir los problemas de distracción de los estudiantes. La combinación de tecnología y la necesidad de gamificación ha promovido la creación de numerosas páginas web, aplicaciones y otros recursos al alcance de los docentes que permiten presentar los contenidos de las asignaturas de manera más atractiva. Estos recursos son de especial relevancia en asignaturas o temarios donde se requiera un buen dominio de una terminología específica, como es el caso de la Química Analítica. Este trabajo propone el uso de la aplicación Quizizz, en el curso 2023/24, para los estudiantes del Grado en Farmacia y Doble Grado en Farmacia, Óptica y Optometría. El objetivo es que el alumnado pueda aprender y repasar la terminología específica de Química Analítica. El uso de la aplicación se le propondrá a la mitad de los estudiantes y la otra mitad serán empleados como grupos control. La división en dos grupos permitirá: (i) evaluar la efectividad de esta aplicación; (ii) ver si ayuda a comprender y mejorar los conocimientos; (iii) mejorar los resultados de los alumnos. Asimismo, para evitar agravios comparativos entre los alumnos, una vez terminado el periodo de prueba de la aplicación, se les ofrecerá a los alumnos del grupo control la posibilidad de hacer actividades complementarias. Se espera que con el uso de la gamificación los alumnos muestren un mayor interés y alcancen una mayor comprensión de la asignatura.
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- 2023
32. Gamificación aplicada a la enseñanza de excipientes farmacéuticos
- Abstract
The learning of Pharmaceutical Technology encompasses a series of knowledge that includes both the properties of the drug and those of each of the excipients that are part of a pharmaceutical composition. Remembering and associating the functions they provide, which can also vary depending on the pharmaceutical form in which they are used, often constitutes a highly challenging task for students. In order to promote a correct and more enjoyable learning experience, a series of interactive games were implemented during the Pharmaceutical Technology seminars, through which students could learn and memorize the functions of the excipients that compose the pharmaceutical forms under study. Once the activities were completed, the results were evaluated based on the pass rate of the students, their grades, and the students' reception of the initiative. Specifically, a percentage of 97.23% of students passed the pre-final seminar exam, and this percentage increased to 100% after the final exam, with a great acceptance of the activities by the students. Based on these results, implementing gamification could be considered a dynamic and interactive strategy of high effectiveness in facilitating the learning of the large number of relevant excipients in the study of Pharmaceutical Technology., El aprendizaje de la Tecnología Farmacéutica engloba una serie de conocimientos, que abarca tanto las propiedades del fármaco como las de cada uno de los excipientes que forman parte de un medicamento. Recordar y asociar las funciones que estos presentan, que además pueden variar en función de la forma farmacéutica en la que se utilicen, suele constituir una tarea de alta dificultad para los estudiantes. Para favorecer un aprendizaje correcto de una forma más amena y dinámica, en el contexto de los seminarios de la asignatura de Tecnología Farmacéutica, se pusieron en práctica una serie de juegos interactivos a partir de los cuáles los estudiantes aprendiesen y memorizasen las funciones de los excipientes que componen las formas farmacéuticas de estudio. Una vez finalizadas las actividades, se evaluaron los resultados en función del índice de aprobados de los alumnos, las calificaciones y el acogimiento de la iniciativa por parte de los estudiantes. Concretamente, se consiguió un porcentaje de alumnos que aprobaron el examen prefinal de seminarios del 97.23% y un 100% tras el examen final, con gran aceptación de las actividades por parte del alumnado. En base a ello, podría considerarse la gamificación como una estrategia dinámica e interactiva de alta efectividad para facilitar el aprendizaje del alto número de excipientes de relevancia en el estudio de la Tecnología Farmacéutica.
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- 2023
33. ParasiteApp: nuevo sistema de aprendizaje dinámico
- Abstract
Since high-quality teaching is essential to fostering quality education, academic career development must be based on successful research and quality teaching. For this reason, the incorporation of the University of Seville into the international framework of the European Higher Education Area (EHEA), a change in university education has been proposed, affecting the role of teachers, students and the design and organization of degrees, which leads to the achievement of competencies and skills for lifelong learning. Currently, the use of a mobile phone application in education is a new and current idea due to the dependence on mobile devices, encouraging the proper and functional use of these. Using “ParsiteApp” we intend to involve the student in the creation of a repository including photos taken by themselves, which could ultimately serve as a learning method and later as an evaluation method. This type of resource, with a digital learning environment, is being increasingly used by educators, adapted to the needs of students, and promoting different elements for their learning. This Teaching Innovation Project will be developed from the Parasitology subject belonging to the Parasitology Area of the Faculty of Pharmacy of the University of Seville, in which two degrees will participate: Degree in Pharmacy and Double Degree in Pharmacy and Optics and Optometry. The main objective of this project will be to evaluate the effectiveness of the use of a mobile application as an educational tool to increase the motivation of students for learning and strengthen the knowledge of the concepts acquired in the subject of Parasitology., Dado que la enseñanza de elevada calidad es esencial para fomentar una educación de calidad, el desarrollo de la carrera académica debe basarse en una investigación exitosa y una enseñanza de calidad. Por ello, con la incorporación de la Universidad de Sevilla al marco internacional del Espacio Europeo de Educación Superior (EEES) se ha planteado un cambio en la enseñanza universitaria, afectando al papel del profesorado, el alumnado y al diseño y organización de las Titulaciones, lo que conlleva a la consecución de competencias y destrezas destinados al aprendizaje permanente. El uso de una aplicación móvil en la educación es una idea novedosa y actual debido a la dependencia a los dispositivos móviles que existe hoy en día, incitando el uso adecuado y funcional de estos. Mediante el uso de “ParasiteApp” pretendemos hacer partícipe al estudiante en la creación de un repositorio incluyendo imágenes tomadas por ellos mismos, que finalmente les servirá como método de aprendizaje y posteriormente como método de evaluación. Este tipo de recurso, con un ambiente de aprendizaje digital, está siendo cada vez más utilizado por los educadores, adaptado a las necesidades de los estudiantes y propiciando diferentes elementos para su aprendizaje. El presente Proyecto de Innovación Docente se elaborará desde la asignatura de Parasitología perteneciente al Área de Parasitología de la Facultad de Farmacia de la Universidad de Sevilla, en el que participarán dos titulaciones: Grado en Farmacia y Doble Grado en Farmacia y en Óptica y Optometría. El objetivo principal del presente proyecto será evaluar la eficacia del uso de una aplicación móvil como herramienta educativa para incrementar la motivación de los alumnos por el aprendizaje y fortalecer el conocimiento de los conceptos adquiridos de la asignatura de Parasitología.
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- 2023
34. Escape Room educativo como propuesta de Gamificación en prácticas de Microbiología
- Abstract
The use of gamification in learning has recently been used to link content and competencies and to achieve multidisciplinary knowledge in students. Specifically, Escape Rooms are a type of resource that is being used by many educators because, in addition, they promote collaborative elements that help develop social skills. In this study, an Escape Room has been developed as an educational tool in the practices of the Microbiology course of the 2nd year of the Degree in Pharmacy and Double Degree in Pharmacy and Optics and Optometry to improve the knowledge acquired by students during the week of practices of the course and prepare them for the future of professional practice., El empleo de la gamificación en el aprendizaje se ha usado recientemente para relacionar contenidos y competencias y lograr un conocimiento multidisciplinar en el alumnado. Concretamente, las Escape Rooms son un tipo de recurso que está siendo utilizado por muchos educadores ya que, además, propician elementos de colaboración que ayudan a desarrollar habilidades sociales. En este estudio se ha desarrollado una Escape Room como herramienta educativa en las prácticas de la asignatura de Microbiología de 2º curso del Grado en Farmacia y Doble Grado en Farmacia y Óptica y Optometría con el fin de mejorar los conocimientos adquiridos por los estudiantes durante la semana de prácticas de la asignatura y prepararlos para el futuro de la práctica profesional.
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- 2023
35. Aplicación del Aula Invertida en la Docencia sobre Soluciones de Mantenimiento de Lentes de Contacto
- Abstract
This article describes the design of an Improvement Cycle in Classroom to be applied in the subject Contactology I, belonging to the Optics and Optometry degree and Pharmacy and Optics and Optometry degree (Pharmacy Faculty, University of Seville). The objective of this cycle is to improve the competences acquired by the students regarding maintenance solutions for contact lenses in different situations that would be faced by them during their future professional career. The methodological model is based on the flipped classroom model, in which the students will search information starting from the professor advice. The work made would be exposed in class, being the competences evaluated by solving case reports through gamification applications. All these pretends to reach a better comprehension of the importance of the maintenance solutions in the success of contact lenses adaptation., Este artículo describe el diseño de un ciclo de mejora en el aula aplicado en la asignatura Contactología I, impartida tanto en el Grado en Óptica y Optometría como en el Doble Grado en Farmacia y en Óptica y Optometría de la Facultad de Farmacia de la Universidad de Sevilla. El objetivo de este ciclo de mejora es que los alumnos adquieran las competencias con respecto al uso de soluciones de mantenimiento de lentes de contacto en distintas casuísticas que se podrían presentar durante el futuro desarrollo profesional del alumnado. El modelo metodológico se basa en la clase invertida, en la que el alumnado buscará información a partir de unas directrices y expondrá en el aula el trabajo realizado, evaluándose las competencias mediante la resolución de casos prácticos con herramientas de gamificación. Con ello se pretende mejorar la percepción de la importancia de las soluciones de mantenimiento en el éxito de una adaptación de lentes de contacto.
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- 2023
36. Use of gamification in English learning in Higher Education: A systematic review
- Abstract
Digital gamification is a dynamic technique for enhancing English learning and closing the barrier across student learning and pedagogical praxis. The review offers a summary of gamification in digital English learning environments. In addition, this review investigates the learning experiences and outcomes of foreign language students using gamification. For this study, 18 articles published between 2014 and March 2021 were analyzed to highlight the key characteristics of this research topic. Studies have demonstrated the positive effects of gamification on English as a Foreign Language Educational Experiences from University Learners. In gamified English learning environments, pleasantness, attractiveness, motivation, and enjoyment were all desirable qualities. Gamification's intended learning goals were language content learning, involvement, motivation, and satisfaction. This study's findings include recommendations for the design of digital gamification for the English learning of students, as well as their perspectives and corresponding learning achievements.
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- 2023
37. Serious video games in engineering education: A scoping review
- Abstract
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to investigate the use of serious video games in engineering education. A scoping review was carried out on serious video games that were used or designed for this purpose. The search was done in the Scopus and Web of Science databases between 2016 and 2021. The main results show that there is a strong inclination towards serious simulation video games, and they have a good degree of educational acceptance among engineering students.
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- 2023
38. Simulando el Siglo de Oro: la reconstrucción del corral del Príncipe en el videojuego «Los Sims 4»
- Abstract
The reconstruction of a Golden Age playhouse using a videogame that allows the creation of architectural recreations in three dimensions is an approach to gamification with the aim of visualising theatrical spaces to which we do not have access. This reconstruction has been the culmination of an experimental process in search of an intuitive and interactive way of visualising the theatrical space of a Madrid playhouse, and of a didactic and attractive tool to promote the study of Golden Age theatre, La reconstrucción de un corral de comedias del Siglo de Oro realizado a través de un videojuego que permite la creación de recreaciones arquitectónicas en tres dimensiones resulta un acercamiento a la gamificación con el objetivo de visualizar espacios escénicos a los que no tenemos acceso. Esta reconstrucción ha sido la culminación de un proceso experimental en busca de una manera intuitiva e interactiva de visualizar el espacio teatral de un corral de comedias madrileño, y de una herramienta didáctica y atractiva para fomentar el estudio del teatro áureo.
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- 2023
39. Effect of Gamification on Students’ Mathematical Learning Abilities at Primary Level
- Abstract
Gamification is a process of using game elements in a non-gamified context to make it interesting. It is a gaining process in business, marketing, and well initiatives. Its application in education is still an emerging trend. The present study aimed to analyze the effect of gamification on the development and progress of students at their own pace, depth, etc. This study was quantitative; quasi quasi-experimental research design was adopted. The study sample was selected by matching the students' pre-test scores. The sample of the study consisted of 30 students, grade 4th, of which 15 were in the control group and 15 were in the experimental group at the public sector of primary school level in Sialkot. The comparison of gamified and traditional teaching methodology was tested through a paired sample t-test. The present study found that gamification improves students' mathematical learning abilities more effectively. This study concluded that using the gamification method is more effective. Using only game-based learning may distract from learning purposes. The overall conclusion was that gamification is an important and effective method to improve students' mathematical learning abilities. This study suggested that teachers should use gamification of education to encourage a better learning environment.
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- 2023
40. Effect of Gamification on Students’ Mathematical Learning Abilities at Primary Level
- Abstract
Gamification is a process of using game elements in a non-gamified context to make it interesting. It is a gaining process in business, marketing, and well initiatives. Its application in education is still an emerging trend. The present study aimed to analyze the effect of gamification on the development and progress of students at their own pace, depth, etc. This study was quantitative; quasi quasi-experimental research design was adopted. The study sample was selected by matching the students' pre-test scores. The sample of the study consisted of 30 students, grade 4th, of which 15 were in the control group and 15 were in the experimental group at the public sector of primary school level in Sialkot. The comparison of gamified and traditional teaching methodology was tested through a paired sample t-test. The present study found that gamification improves students' mathematical learning abilities more effectively. This study concluded that using the gamification method is more effective. Using only game-based learning may distract from learning purposes. The overall conclusion was that gamification is an important and effective method to improve students' mathematical learning abilities. This study suggested that teachers should use gamification of education to encourage a better learning environment.
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- 2023
41. The Impact of Gamification on the Utilization of Knowledge
- Abstract
Purpose – The knowledge of the gamification processes needs to advance and offer organizations helpful guidance to enhance their knowledge and promote an environment of continuous development. Thus, this study explores the impact of gamification on the utilization of knowledge: The mediating role of perceived functional, social, emotional, and epistemic value. Methodology– A sample of 439 employees working in were sent a 27 close-ended questionnaire divided into 8 sections which were measured using a 5-point scale Findings – Gamification is found to have a positive effect on knowledge utilization. Furthermore, perceived value partially moderates the relation between gamification and knowledge utilization. Practical implications – Managers must create more efficient gamification strategies that are tailored to their staff in order to improve performance and create a more enjoyable experience. Originality – Little research is available about gamification’s impact in the context of knowledge utilization.
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- 2023
42. Investment behaviour in the age of 'Neo-brokers'
- Abstract
Die Arbeit beschäftigt sich mit sog. „Neo-brokern“. Neo-broker sind eine neue Generation von Finanzdienstleistern, die sich besonders auf junge und verhältnismäßig unerfahrene Anleger fokussiert. Die Arbeit konzentriert sich insbesondere auf die „Gamification“ der Finanzwelt und diskutiert die Auswirkungen dieses Phänomens auf Anleger. Mithilfe einer Analyse des Neo-brokers „eToro“ wird dargelegt, wie sich das Interface Design von Neo-brokern (negativ) auf das Investitionsverhalten von Anlegern auswirken kann. Die Arbeit schlussfolgert, dass eine Vielzahl der sog. "Digital Engagement Practices", wie z.B. Push Benachrichtigungen oder Ranglisten, die Risikobereitschaft von Anlegern signifikant erhöht und so ein ernstzunehmendes Risiko für die finanzielle Gesundheit von insbesondere unerfahrenen Investoren darstellt., This thesis explores the concept of "neo-brokers". Neo-brokers can be understood as a new generation of online-based financial service providers that focus on younger and inexperienced investors. The paper particularly focusses on the "gamification" of trading and outlines the potential dangers that come with it. By analysing one of the world's largest neo-brokers -eToro-, this paper discusses how the oversimplified user interface of neo-brokers may negatively affect the investment behaviour of its users. The thesis concluded that many of the so-called "Digital Engagement Practices" (DEPs), such as push notifications or leaderboards, significantly increase investors' risk-taking and trading frequency -most often to their financial detriment., Elmar Krick, Diplomarbeit Universität Innsbruck 2023
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- 2023
43. Witness the Fitness: The BioAge - A Critical Discourse Analysis
- Abstract
Masterarbeit Universität Innsbruck 2023
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- 2023
44. Gamifying model-based engineering : The PapyGame tool
- Abstract
Modeling is an essential and challenging activity in any engineering environment, and it requires some hard-to-train skills such as abstraction and communication. This makes it difficult for educators to teach or train their students, co-workers, or users. The audience of this paper is both educators and learners who struggle with modeling. To address this challenge, we present PapyGame, a gamified version of a robust modeling environment (Papyrus) that aims to improve the learner's motivation, make the learning process an enjoyable experience, and boost learning outcomes. Gamification is the exploitation of gaming mechanisms for serious purposes, such as promoting behavioral changes, soliciting participation and engagement in activities, and more. The paper presents PapyGame's functionalities, architectures, illustrative scenarios, and its potential impact on both educators and learners.
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- 2023
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45. Exploring Persuasive Design Elements in Duolingo
- Abstract
With the widespread use of portable digital devices, especially smartphones, learning a new language has become a popular trend in the age of globalization. Amongst mobile-assistant language-learning applications, Duolingo is widely used and employs persuasive design techniques to inspire and encourage users to acquire new linguistic skills. Several papers have been studied based on this application by exploring pedagogical issues and discussing the misuse of gamification design. From a holistic perspective, limited research exists on how Duolingo's persuasive design motivates and engages language learners. The study utilized a walkthrough and a focus group alongside semi-structured interviews with 11 Duolingo users to investigate how persuasive design elements are employed to engage users. The findings of this study suggest that the gamification design in Duolingo is enjoyable and enhances users’ motivation; streaks make users commit to their learning plan; rewards encourage users to learn constantly; notifications play a significant role as triggers for learning behavior to occur; notifications also remind users to return to the application after a suspension. Moreover, it is important to design notifications with both the attitude and content in mind, as they have the power to affect user experience.
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- 2023
46. Impact of gamification on employee motivation in situations of change in medium-size organisations in the United Kingdom.
- Abstract
This thesis tries to provide a comparative study and complimentary data analysis into the effectiveness of game design patterns such as LEGO Serious Play, Leaderboards and Collective voting in terms of the impact that gamification has in change management framework. The study is looking at how gamification impacts employees from a motivational and engagement, in change management tasks, perspective. In a first instance, the researcher/author references and reviews key theories such as theory of fun for game design, motivational theory and change theory. Furthermore, a literature search/review for those theories has taken place to identify what the current scientific base has captured around gamification impact in engagement, motivation and performance of individuals and all potential limitations as well. This led to a clear and specific existing baseline framework. At a later stage, researcher/author describes the research strategy and methodology used to apply three specific gamification techniques to a real organisation (participants – n=20) which delivers change and is going through a transformation process. This included two different data collection methods; semi-structured interviews with organisation’s employees and participant observations within the organisation’s headquarters offices. The participant observation data collection compliments the interviews’ one, which acted as the primary method. The study examines the impact the gamification techniques had on the organisation’s employees while they deliver change daily, their interactions within sessions and meetings, decision making events and other. Findings, through the thematic analysis process, include the participants’ feedback on their overall experience, reward and joyfulness when use gamification. Results show that gamification tools and techniques compliment positively employees within the change management framework, increasing the enjoyment of participation in change activities without increasin
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- 2023
47. Designing and evaluating the impact of gamification in e-learning platforms for non-Swedish people learning Swedish
- Abstract
Background. Learning a new language is essential for global communication and cultural understanding as it enhances communication skills and promotes respect for diverse cultures. In this digital age, e-learning platforms have become popular tools for language learning. Additionally, the integration of gamification and persuasive design techniques has gained widespread popularity in educational settings, primar- ily for their ability to boost user engagement. By infusing these game elements and persuasive design principles into online language learning platforms, We can create immersive experiences that drive the learners to actively learn. Objectives. This study investigates the impact of gamification and persuasive de- sign principles on user engagement and motivation in e-learning platforms for non- Swedish people learning Swedish. The objectives include conducting a literature review on these principles, designing two e-learning platforms (one with these prin- ciples and one without), inviting a diverse group of non-Swedish people learning Swedish to use both platforms, followed by a survey to assess the satisfaction and motivation of the participants, and finally analyzing data to assess the influence of these elements on user engagement and motivation in language learning. Methods. To achieve the objectives, an extensive literature review was conducted to identify suitable game elements and persuasive design principles. Following this, two distinct e-learning platforms were created—one infused with gamification and persuasive design principles and one without. The final step involved a user study with a diverse group of non-Swedish participants to assess the impact of gamifi- cation and persuasive design principles on user engagement and motivation. This includes the collection of quantitative and qualitative data to measure the impact of gamification and persuasive design principles on user engagement and motivation in e-learning platforms designed for non-S
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- 2023
48. Swift vs React Native : A performance comparison for automatization of gamification using QR-codes
- Abstract
In the world of mobile applications, there is no lack of frameworks and languages to use for development. One of the most used frameworks is React Native, which builds on React for web browsers. The React Native framework allows the developer to write the application in JavaScript, and run the application on iOS or Android devices. As the market for mobile applications expands, the time it takes to develop an application is under pressure, and a framework allowing for one codebase for two applications can save time and money. Deedster is a company that provides a mobile application where the user can learn about climate change and perform small tasks, deeds, that give a positive impact on the environment. A common request from the users is the automatization of completion of deeds. This thesis creates two implementations of a QR-code scanning application for completion of deeds, one with Swift and one with React Native, and compares the experiences during development and the results of the implementation. The evaluation uses both a quantitative and a qualitative analysis. The produced application fulfilled most of the requirements, including the scanning of a QR-code to open the application, an authentication process and the completion of a deed with confirmation for the user. The execution times for the two implementations did not differ largely, but the measurements of the application launch time proved flawed in design due to the difference in measurement technique between the two implementations. When it came to the development process, the React Native framework provided major difficulties with configuration and dependencies, resulting in difficulties when locating the source of errors. The launching process for the Swift application required some manual configurations that proved difficult such as creating certificates, while the React Native implementation used Expo to convert the project to a launchable file format which created all required files for the de, För applikationsutveckling för mobiler finns det en uppsjö av språk och ramverk för att underlätta utvecklingsprocessen. Ett av de vanligaste ramverken är React Native som bygger på React för webbläsare. React Native-ramverket låter utvecklare skriva koden i JavaScript, men köra applikationen på både iOS- och Android-enheter. I takt med att marknaden för mobilapplikationer växer, sätts det högre press på kortare utvecklingsfaser och snabbare lansering. För att underlätta processen och spara tid och pengar kan React Native vara en bra lösning. Deedster är ett företag som erbjuder en mobilapplikation där användaren kan lära sig om klimatförändringar och utföra små uppdrag, deeds, som ger en positiv påverkan på klimatet. En vanlig förfrågan från användare är ett sätt att automatisera avklarandet av deeds. Den här uppsatsen skapar två implementationer av en applikation som scannar en QR-kod för att markera en deed som avklarad. Den ena byggs med Swift och den andra med React Native och syftar till att jämföra utvecklingsprocessen och den resulterande applikationen. Evalueringen sker med både en kvalitativ och en kvantitativ analys. Den färdiga applikationen uppfyllde de flesta kraven som Deedster ställt, inklusive att appen öppnas genom att scanna en QR-kod, en användare kan autentisera sig, klicka för att markera en deed som klar och få bekräftelse från appen om att det är klart. Exekveringstiderna för de två implementationerna varierade inte märkbart, men mätningarna för starttiden för applikationerna visade sig bristfällig då mättekniken för de två apparna inte blev jämförbar. Gällande utvecklingsprocessen resulterade användandet av React Native i stora problem med konfigurationer och versionskompatibilitet vilket gjorde felsökning svårt. Lanseringsprocessen för Swift-appen krävde en del manuell konfigurering med till exempel certifikat, medan React Native implementationen använde Expo för att konvertera React Native-projektet till ett lanserbart filformat som skapad
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- 2023
49. Ready, set, regenerate! : A design study about affecting driver behaviours through gamification elements.
- Abstract
The automotive industry plays a significant role in global CO2 emissions. A transition towards electric vehicles is part of the solution to lower CO2 emissions. While electric vehicles are beneficial from an environmental standpoint, it generates new challenges and technology for the driver to adapt to, emphasising the importance of human interaction. A possible solution to affect drivers to adopt new behaviours is using Gamification inIn-vehicle Information Systems. This study implies that drivers do not fully see the potential of regenerative braking to extend the vehicle's range while contributing to safer and more predictable driving. Thus, this thesis explores the implementation of gamification in a vehicle context by using a prototype in a vehicle simulator environment to observe whether it affects driver behaviours to increase regenerative braking usage. This study uses a design study method with a qualitative research approach resulting in a high-fidelity prototype developed through an iterative design process. The prototype mechanics originates from the M-PM-O framework, found through an in-depth literature study. The mechanics are designed into gamification elements using established design principles for In-vehicleInformation Systems. Further, the prototype was evaluated using Volvo Cars vehicle simulators. The results demonstrated that gamification in a vehicle context is possible and that the prototype affected driver behaviours to increase regenerative braking usage. Through the analysis and discussion, four design guidelines emerged for the design of gamification elements in IVIS. However, the study also raises questions regarding the general feasibility of incorporation. Overall, this study opens for further studies regarding gamification's safety and long-term effects in a vehicle context., Fordonsindustrin spelar en betydande roll i de globala CO2 utsläppen, ochen övergång till elektriska fordon har identifierats som en del av lösningenför att minska utsläppen. Även om elektriska fordon är fördelaktiga ur ettmiljöperspektiv, ställer de nya krav på förare och tekniken i fordon, vilketökar vikten av mänsklig interaktion. För att uppmuntra förare att anta nyabeteenden mer hållbara körbeetenden har spelifiering identifierats som enmöjlig lösning i bilens informationssystem. Studien antyder att bilförare inteser potentialen i regenerativ bromsning för att öka räckvidden i bilensamtidigt som den främjar säkrare och mer förutsägbart körande. Syftet meddenna studien är att utforska spelifiering element i bilensinformationssystem genom att utveckla och testa en prototyp i enbilsimulator för att undersöka om den kan stödja förarbeteenden att ökaregenerativ bromsanvändning. Studien använder sig utav en designstudiemetod med en kvalitativ forskningsansats som resulterar i en högtdetaljerad prototyp utvecklad genom en iterativ designprocess. I endjupgående litteraturstudie identifieras tre spelifiering element som användsi studien. Spelifiering elementen designas med hjälp av etableradedesignprinciper för bilinformationssystem. Vidare utvärderades prototypen i Volvo Cars simulatormiljö. Resultatenindikerade att spelifiering i bilens informationssystem kan stödjaförarbeteenden att öka regenerativ bromsanvändning. Genom analys ochdiskussion uppdagades tre design riktlinjer för designen av spelifieringelement i bilens informationssystem. Överlag, öppnar studien för vidarestudier gällande spelifierings säkerhet och långtidseffekter i en bilkontext.
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- 2023
50. Nebula, a Gamification Framework for a High-quality Online Learning Experience
- Abstract
Gamification has been presented as an interesting concept for reinforcing teaching and learning in virtual learning environments. From this new emerging research field, several studies report on the promising potential of gamified education, but also on pitfalls to avoid. At the same time as there have been discussions on the lack of motivation in higher education, electronic sports (eSports) have increased in popularity. There are many research studies on gamification or eSports, but less research has been conducted on the combination of the two. This study has the aim of describing and discussing the Nebula framework for gamified virtual learning environments. Nebula is a framework that has been built on top of two components: course criteria, and gamified environment. Course criteria suggest instructors a specific set of methods to arrange course content in a particular way to produce a course module. Later on, the course module can be hosted in a gamified environment and referred by students. The gamified environment contains a set of artifacts that can create a dopamine-driven feedback loop on students to increase their engagement. Nebula framework has a very robust and structured assessment model in place. The personalized quiz system seems like a great way to ensure that users are being tested on content that is relevant to their individual needs and knowledge levels. The hidden rank system is also an interesting concept, as it can motivate users to keep striving to improve their rankings without feeling like they are being directly compared to others. This can be especially helpful for learners who may feel discouraged if they see others with higher rankings. The seasons and rating recalibration subsystems are also important components of the Nebula framework, as they can help to ensure that the ratings are accurate and reflective of the current skill levels of users. By periodically recalibrating the ratings, the platform can maintain a consistent level of, Nebula project
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- 2023
- Full Text
- View/download PDF
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