4,506 research outputs found
Using Gameplay Patterns to Gamify Learning Experiences
Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the quality of the learning experience. A game can be regarded as a system of organised gameplay activities, and a course can be regarded as a system of organised learning activities. Leveraging this analogy, analysing games can provide valuable insights to organise learning activities within a learning experience. We examined a sample of successful commercial games to identify patterns of organisation of gameplay activities that could be applied to a course design. Five patterns were identified: quest structure, strategic open-endedness, non-linear progression, orientation, and challenge-based reward. These patterns were then used to define the instructional design of the courses. As a result, courses were organised as systems of quests that could be tackled through different strategies and in a non-linear way. Students received frequent feedback and were rewarded according to the challenges chosen, based on mechanics common in quest-based games. The courses involved two lecturers and 70 students. Learning journals were used throughout the term to collect data regarding student perceptions on the clarity and usefulness of the gamified approach, level of motivation and engagement in the courses, and relevance of the activities proposed. Results show that students felt challenged by the activities proposed and motivated to complete them, despite considering most activities as difficult. Students adopted different cognitive and behavioural strategies to cope with the courses’ demands. They had to define their own team project, defining the objectives, managing their times and coordinating task completion. The regular and frequent provision of feedback was highly appreciated. A sense of mastery was promoted and final achievement was positively impacted by the gamified strategy
Who are Gen Y\u27ers and What do They Want From Their Employers?
Question: Who really are Gen Y\u27ers and what do these people want from their employers? What are new and innovative ways of employee recognitions for them? Elaborate on two or three best practices in the market
Thoughts about a General Theory of Influence in a DIME/PMESII/ASCOP/IRC2 Model
The leading question of this paper is: “How would influence warfare (“iWar”) work and how can we simulate it?” The paper discusses foundational aspects of a theory and model of influence warfare by discussing a framework built along the DIME/PMESII/ASCOP dimension forming a prism with three axes. The DIME concept groups the many instruments of power a nation state can muster into four categories: Diplomacy, Information, Military and Economy. PMESII describes the operational environment in six domains: Political, Military, Economic, Social, Information and Infrastructure. ASCOPE is used in counter insurgency (COIN) environments to analyze the cultural and human environment (aka the “human terrain”) and encompasses Areas, Structures, Capabilities, Organization, People and Events. In addition, the model reflects about aspects of information collection requirements (ICR) and information capabilities requirements (ICR) - hence DIME/PMESII/ASCOP/ICR2. This model was developed from an influence wargame that was conducted in October 2018. This paper introduces basic methodical questions around model building in general and puts a special focus on building a framework for the problem space of influence/information/hybrid warfare takes its shape in. The article tries to describe mechanisms and principles in the information/influence space using cross discipline terminology (e.g. physics, chemistry and literature). On a more advanced level this article contributes to the Human, Social, Culture, Behavior (HSCB) models and community. One goal is to establish an academic, multinational and whole of government influence wargamer community. This paper introduces the idea of the perception field understood as a molecule of a story or narrative that influences an observer. This molecule can be drawn as a selection of vectors that can be built inside the DIME/PMESII/ASCOP prism. Each vector can be influenced by a shielding or shaping action. These ideas were explored in this influence wargame
A Review on the Applications of Crowdsourcing in Human Pathology
The advent of the digital pathology has introduced new avenues of diagnostic
medicine. Among them, crowdsourcing has attracted researchers' attention in the
recent years, allowing them to engage thousands of untrained individuals in
research and diagnosis. While there exist several articles in this regard,
prior works have not collectively documented them. We, therefore, aim to review
the applications of crowdsourcing in human pathology in a semi-systematic
manner. We firstly, introduce a novel method to do a systematic search of the
literature. Utilizing this method, we, then, collect hundreds of articles and
screen them against a pre-defined set of criteria. Furthermore, we crowdsource
part of the screening process, to examine another potential application of
crowdsourcing. Finally, we review the selected articles and characterize the
prior uses of crowdsourcing in pathology
The Quantified Relationship
The growth of self-tracking and personal surveillance has given rise to the Quantified Self movement. Members of this movement seek to enhance their personal well-being, productivity, and self-actualization through the tracking and gamification of personal data. The technologies that make this possible can also track and gamify aspects of our interpersonal, romantic relationships. Several authors have begun to challenge the ethical and normative implications of this development. In this article, we build upon this work to provide a detailed ethical analysis of the Quantified Relationship. We identify eight core objections to the QR and subject them to critical scrutiny. We argue that although critics raise legitimate concerns, there are ways in which tracking technologies can be used to support and facilitate good relationships. We thus adopt a stance of cautious openness toward this technology and advocate the development of a research agenda for the positive use of QR technologies
Labsware: Implementation of Gamification Approach in Computer Lab Activities
Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that come with lab practicum. Despite the importance of lab practicum activity, there are indication that some student is not motivated enough to complete it. Gamification is a method of implementing game design elements in non-game contexts. This research shows how gamification can be implemented in the classroom, and the survey result of application usage. Despite its successful implementation, increased motivation due to the application of game elements are not perceived significantly
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