Search Results

1 - 10 of 49 items :

  • "gamification" x
Clear All
Gamification in Software Development Projects

References [1] I R. Management Association, Ed., “Gamification,” 2015. [2] “Wikipedia - Employee Motivation,” 2017. [Online]. Available: [3] D. Ašeriškis and R. Damaševičius, “Gamification Patterns for Gamification Applications,” Procedia Computer Science, vol. 39, pp. 83-90, 2014. [4] H. Debaro, P. Yselande, D. Wei and N. Aldy, Millenials

Open access
Gamification in LMS Courses

REFERENCES Da Rocha Seixas, L., Gomes, A. S., & De Melo Filho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48-63. doi:10.1016/j.chb.2015.11.021 Murar, P. (2015). Edmodo as a gamification platform: Review and plans. Paper presented at the Proceedings of the European Conference on Games-Based Learning,, 2015-January 800-803. e Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. Paper presented at the

Open access
Enhancing the tourist attraction visiting process with gamification: key concepts

References Adamou, B. (2011). McDonald’s: The Masters of Gamification. Research Access. Retrieved from BalticMuseums. (2017). BalticMuseums: Love IT! [Project Website]. Retrieved from Bartle, R. A. (2003). Designing Virtual Worlds. Indianapolis, USA: New Riders. Bulencer, P., & Egger, R. (2015). Gamification in Tourism, designing memorable experiences. Norderstedt, Germany: Books on

Open access
From Gamification to Gameful Design and Gameful Experience in Learning

Elements to Gamefulness: Defining “Gamification”. – In: MindTrek, Tampere, Findland, 2011. 5. Huang, W., D. Soman. A Practitioner's Guide to Gamification of Education. 10 December 2013. 6. Sinha, S. Motivating Students and the Gamification of Learning. – Huffington Post, 14 February 2012. 7. McKenzie, G. Gamification and Location-Based Services. 2011. 8. Maslow, A. H. A Theory of Human Motivation. – Psychological Review, Vol. 50 , 1943, No 370. 9. Pink, D. The Surprising Truth about What Motivates Us. New York, Riverhead, 2009. 10. Keller, J. Motivational

Open access
Gamification as an instrument for organizational behaviour change during the meeting: case study «ROBATIEMPOS»

technology, people, and organizations towards a global society” - LECTURE NOTES IN INFORMATION SYSTEMS AND ORGANISATION (LNISO), Springer (R) Deci, E. L., & Ryan, R. (1985). Intrinsic motivation and self-determination in human behavior Plenum Press. New York. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM. Gartner (2012) Gamification: engagement

Open access
AirBaltic Case Based Analysis of Potential for Improving Employee Engagement Levels in Latvia through Gamification

References airBaltic Intranet. (2015). about airBaltic. Retrieved from Aparicio, A., Vela, F., Sánchez, J., & Montes, J. (2012). Analysis and application of gamification. Elche, Alicante, Spain. Badgeville. (2015). Game Mechanics. Retrieved from Bartle, R. (1996, August 28). HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS. Colchester, Essex, United Kingdom

Open access
The Concept of Gamification and its Use in Software Companies in the Republic of Macedonia

References Aparicio, A.F. et al., (2012) Analysis and application of gamification. Proceedings of the 13th International Conference on Interacción Persona-Ordenador - INTERACCION ’12, pp.1–2. Big Fish Games, (2017) [Accessed 10.03.2018]. Available from Internet: Coonradt, C. (2007). The Game of Work: How to Enjoy Work as Much as Play. Gibbs Smith. Design of the World (2012) [Accessed 22.01.2018]. Available from Internet: http

Open access
Experiential Marketing, Interactivity and Gamification — Differences and Similarities Among the World-Trends

Bibliografy 1. Adler, B. (2016). Mobile in 2016: Why You Need Push & In-App Messaging to Combat Churn , 27.10.2018. 2. Anonymus (2015). „Dosszié”. Budapest: HVG Business , 2015/02. 3. Boswijk, A., Thijssen, T., Peelen, E. (2007). The experience economy, a new perspective . Amsterdam: Pearson Education Benelux. 4. Bower, G.H. (1981). Mood and Memory . Washington: American Psychologist. 5. Burke, B. (2012). The Gamification of

Open access
Teachers’ Use and Acceptance of Gamification and Social Networking Features of an Open Repository

: Higher Education Academy (HEA). Retrieved from 8. Comas-Quinn, A., Beaven, T., Pleines, C., Pulker, H., & de los Arcos, B. (2011). Languages Open Resources Online (LORO): Fostering a culture of collaboration and sharing. The EuroCALL Review, 18. Retrieved from 9. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18(3), 75

Open access
Using Gamification and Fear Appeal Instead of Password Strength Meters to Increase Password Entropy

to gamefulness: defining gamification , Proceedings of the 15th International Academic MindTrek Conference ‘Envisioning future media environments’, 2011, pp. 9–15. [8] Deterding S., Sicart M., Nacke L., O’Hara K., Dixon D., Gamification. using game-design elements in non-gaming contexts , CHI’11 — Extended abstracts on human factors in computing systems, 2011, pp. 2425–2428. [9] Egelman S., Sotirakopoulos A., Muslukhov I., Beznosov K., Herley C., Does my password go up to eleven? The impact of password meters on password selection , Proceedings of the

Open access