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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…
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32 relations
Authentication
Citizen science
Crowdsourcing
Customer relationship management
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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…
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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…
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2016
2016
Development of a virtual coach scenario for hand therapy using LEAP motion
Maggie Sourial
,
Ahmed Elnaggar
,
D. Reichardt
Future Technologies Conference
2016
Corpus ID: 2999502
Hand therapy is the art that fills the gap between surgery and practical life. It helps the patient to regain the hands full…
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2016
2016
Rural teachers as innovative co-creators: An intentional Teacher Professional Development strategy
A. Botha
,
M. Herselman
International Conference on Information Resources…
2016
Corpus ID: 24526772
2016 International Conference on Information Resources Management (CONF-IRM), 18-20 May 2016, Cape Town, South Africa
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…
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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…
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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…
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2014
2014
Using Simulation Games to Teach Ecosystem Service Synergies and Trade-offs
Gregory M. Verutes
,
Amy K. Rosenthal
2014
Corpus ID: 85458043
I n a world where we are rapidly losing biodiversity and critical environmental services, there is a pressing need for new…
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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…
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Review
2012
Review
2012
Everyday Electrical Engineering: A One-Week Summer Academy Course for High School Students
A. Mehrizi‐Sani
IEEE Transactions on Education
2012
Corpus ID: 3088645
A summer academy is held for grade 9-12 high school students at the University of Toronto, Toronto, ON, Canada, every year. The…
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