Skip to search form
Skip to main content
Skip to account menu
Semantic Scholar
Semantic Scholar's Logo
Search 225,167,287 papers from all fields of science
Search
Sign In
Create Free Account
Gamification
Known as:
Gamify
, The Octalysis Framework
Gamification is the application of game-design elements and game principles in non-game contexts. Gamification commonly employs game design elements…
Expand
Wikipedia
(opens in a new tab)
Create Alert
Alert
Related topics
Related topics
32 relations
Authentication
Citizen science
Crowdsourcing
Customer relationship management
Expand
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2018
2018
Problems of Quality of Education in the Implementation of Online Courses in the Educational Process
S. Krasnov
,
S. Kalmykova
,
E. E. Abushova
,
A. Krasnov
International Conference on High Technology for…
2018
Corpus ID: 54463646
The article deals with the problems of the quality of education at the Institute of Industrial Management, Economics and Trade of…
Expand
2018
2018
Programming Virtual Interactions for Gamified Educational Proposes of Urban Spaces
Xavi Calvo
,
D. Fonseca
,
Mónica V. Sánchez-Sepúlveda
,
Daniel Amo
,
Josep Llorca
,
E. Redondo
Interacción
2018
Corpus ID: 51882928
The architectural students must acquire for their professional future the comprehension of the space and the usage of the urban…
Expand
2017
2017
Knowledge Based and Intelligent Information and Engineering Systems , KES 2017 , 6-8 September 2017 , Marseilles , France Decision tree learning used for the classification of student archetypes in…
Alexandru Topı̂rceanua
,
Gabriela Grosseckb
2017
Corpus ID: 42865616
With ubiquitous Internet access nowadays, individuals have the ability to share more information than before, and it allows young…
Expand
2016
2016
An Adaptation of the Motivated Strategies for Learning Questionnaire (MSLQ) for Postgraduate Students in Pakistan: Results of an Exploratory Factor Analysis.
M. Nausheen
2016
Corpus ID: 157061909
This paper presents the results of an exploratory factor analysis of the motivation scales of Motivated Strategies for Learning…
Expand
2015
2015
Socialite: A Flexible Framework for Social Internet of Things
Ji Eun Kim
,
A. Maron
,
D. Mossé
16th IEEE International Conference on Mobile Data…
2015
Corpus ID: 15407262
The Social Internet of Things is a new paradigm that merges the Internet of Things with Social Networks. We propose a paradigm…
Expand
2015
2015
A Learning Cycle Approach to Developing Educational Computer Game for Improving Students' Learning and Awareness in Electric Energy Consumption and Conservation
U. Dorji
,
P. Panjaburee
,
N. Srisawasdi
J. Educ. Technol. Soc.
2015
Corpus ID: 46420438
Educating on the knowledge of electric energy consumption and conservation has been becoming a focus and rather urgent issue in…
Expand
2014
2014
Gamifying Intelligent Daily Environments through Introducing Fictionality
Mizuki Sakamoto
,
T. Nakajima
2014
Corpus ID: 16693445
A virtual form is an abstraction that enhances existing products and services by adding a layer to virtualize them. From a…
Expand
2013
2013
Dungeons & swimmers: designing an interactive exergame for swimming
Haechan Lee
,
Miri Moon
,
Taiwoo Park
,
Inseok Hwang
,
Uichin Lee
,
Junehwa Song
Ubiquitous Computing
2013
Corpus ID: 1196597
We propose Dungeons & Swimmers, an interactive audio- and motion-based exergame for swimming. As the first of its kind, we…
Expand
2013
2013
A TEXTBOOK-BASED SERIOUS GAME FOR PRACTISING SPOKEN LANGUAGE
Claudia Baur
,
E. Rayner
,
Nikolaos Tsourakis
2013
Corpus ID: 15847151
We describe a web-enabled serious game intended to help German-speaking beginner students of English improve their generative and…
Expand
2005
2005
Mechanisms,principles,and Lorentz's cautious realism
Mathias Frisch
2005
Corpus ID: 44970572
By clicking accept or continuing to use the site, you agree to the terms outlined in our
Privacy Policy
(opens in a new tab)
,
Terms of Service
(opens in a new tab)
, and
Dataset License
(opens in a new tab)
ACCEPT & CONTINUE