8,600 research outputs found

    Investigating The Implementation Of Gamification Approach To Enhance Students Learning Engagement

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    Students experienced online learning since the CoVid-19 pandemic started. Gradually, the students became disengage to the lesson. This issue is urgent as low learning engagement will impact students’ growth in developing critical thinking skills, learning achievement, and enduring understanding. Further, this impacts the students’ performance under iB Curriculum which integrates critical thinking throughout the lesson. This research aims to investigate the effectiveness of the gamification approach in enhancing students learning engagement through the utilizations of gamified learning application such as Quizziz. Also, to find how significance is the role of teacher while implementing the gamification approach. There were three cycles to obtain qualitative data. The study shows that the implementation of gamification demonstraded significance impact in enhancing students’ learning engagement. Student who are engaged will have higher motivation in learning, well-developed critical thinking, and also effective learning experience. This lets the students to effectively exercise their God-given attributes as human beings to learn at their best. It is recommended in future research to collaborate with other teachers from different subjects with same grade level, have longer implementation period to compare the effectiveness during online and hybrid learning, and to elaborate different gamified learning platforms that have different modes and user interface

    Gamified cognitive control training for remitted depressed individuals : user requirements analysis

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    Background: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role in achieving stable remission. The urgent need for treatment combined with poor availability of adequate psychological interventions has instigated a shift toward internet interventions. Numerous computerized programs have been developed that can be presented online and offline. However, their uptake and adherence are oftentimes low. Objective: The aim of this study was to perform a user requirements analysis for an internet-based training targeting cognitive control. This training focuses on ameliorating cognitive control impairments, as these are still present during remission and can be a risk factor for relapse. To facilitate uptake of and adherence to this intervention, a qualitative user requirements analysis was conducted to map mandatory and desirable requirements. Methods: We conducted a user requirements analysis through a focus group with 5 remitted depressed individuals and individual interviews with 6 mental health care professionals. All qualitative data were transcribed and examined using a thematic analytic approach. Results: Results showed mandatory requirements for the remitted sample in terms of training configuration, technological and personal factors, and desirable requirements regarding knowledge and enjoyment. Furthermore, knowledge and therapeutic benefits were key requirements for therapists. Conclusions: The identified requirements provide useful information to be integrated in interventions targeting cognitive control in depression

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft

    Gamification techniques for raising cyber security awareness

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    Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues

    Learning computing heritage through gaming – whilst teaching digital development through history

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    This paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes

    To build light gamification upon social interactions : requirement analysis for the next version of Topolor

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    The introduction of social dimension enables traditional adaptive educational hypermedia systems to provide more versatile personalized services. Topolor has been developed to investigate the impacts of social interaction and feasible engagement strategies in such a system. We have evaluated Topolor’s social features from the perspectives of usefulness and ease of use. We intend to develop the next version of Topolor, starting with enhancing relatively lower rated social features. This paper presents our plan of building light gamification upon the evaluated social interaction features with relatively lower rating
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