18 research outputs found

    How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas.

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    Gamification typically refers to the use of game elements in a business context in order to change users’ behaviors, mainly increasing motivation and engagement, towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines, e.g., psychology and human computer interaction, and application areas, e.g. education and marketing. Despite the increasing interest, we still need a unified and holistic picture of how to engineer gamification including: the meaning of the term; its development process; the stakeholders and disciplines which need to be involved in it; and the concerns and risks an ad-hoc design could raise for both businesses and users. To address this need, this paper reports on a review of the literature on a range of gamification techniques and applications, followed by empirical research which involved collecting expert opinions using qualitative and quantitative methods. Based on the results of this research,we provide a body of knowledge about gamification and highlight good practice principles and areas of gamification that are debatable and require further investigation

    Gamifying Children’s Linguistic Intelligence With the Duolingo App: A Case Study From Indonesia

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    This chapter discusses the use of Duolingo App to enhance children’s linguistic intelligence. Linguistic intelligence is expertise in applying vocabularies effectively and efficiently. Duolingo is an application based on the Android platform which helps children mastering other languages that they can practice speaking, reading, listening, and writing through a play. Children in early childhood are in the period of ‘playing’ spontaneously. They will do activities of playing without any instruction from others. The activity of playing naturally will stimulate the aspects of linguistic and symbolic that this development is closely related to learning to speak by involving the ability to vocalize. The use of this application will implement toward gamification method. Gamification uses game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. This chapter provides an illustration that gamification can be used specifically in stimulating linguistic intelligence based on a case study in Indonesi

    Disruptive Methodologies and Cross-Curricular Competencies for a Training Adapted to New Professional Profiles: The Undergraduate Program in Translation and Interpreting

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    Recently, in the translation sector, new multifaceted profiles requiring a great domain of new technologies have emerged: localization, post-editing, and transcreation. To train future professionals, it is necessary to define the cross-curricular competencies they require. Cross-curricular competencies involve gaining cross-disciplinary skills in the teaching-learning process. However, cross-curricular competencies are often relegated to a second place. The main objective of this chapter is to explore how disruptive methodologies can be applied to studies in translation and interpreting to foster cross-curricular competencies. After defining innovation in higher education, this work outlines which are the most suitable disruptive methodologies that foster cross-curricular competencies in the undergraduate program in translation and interpreting

    Ethical Issues of Gamification in Healthcare: The Need to be Involved

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    Gamification techniques have proven to be very effective in improving motivation and commitment, providing increased performance in both qualitative and quantitative terms. For this reason, it has been applied in more and more areas, with health and healthcare being no exception. The potential of this type of approach is enormous, and, on the one hand, it can motivate positive feelings; it can also foster deviant behaviors that fail to contribute to the individual and common good. This chapter aims to explore the relationship between the development of gamification systems and the ethical and moral aspects that are crucial elements when the target of the process becomes the human mind. The main questions and ethical dimensions that will allow us to constitute a reference framework for the development of gamification systems will be presented. Timely reflection and the inclusion of security mechanisms will allow us to develop better experiences for users, always combining improved motivation with the search for the good.info:eu-repo/semantics/publishedVersio
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