The theory of gamification holds that people – consumers‚ coworkers‚ or students – respond naturally and efficiently to competition‚ reward‚ and the type of simulated risk that have made video games such a cultural phenomenon since the 1980’s (Dewey‚ 2013). Elements of
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I reviewed the Webinar titled “Gamification: is it Edu-tainment or a Genuine Opportunity to Engage Learners?” By Brian Knudson of Noggin labs. Gamification of Learning high lights – What The webinar started by a brilliant experiment with those who signed up for the webinar and shared the results of the game. The webinar covered two broad categories of gaming types: simulations and social games. In this paper I was drawn to the first category‚ simulations because of its broad existence and usability
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Gamification Techniques using Social Media Poorva Bhawsar M.Tech CSE‚ IIIT Hyderabad‚ India poorva.bhawsar@students.iiit.ac.in Avanti Gupta M.Tech CSE‚ IIIT Hyderabad‚ India avanti.gupta@students.iiit.ac.in Snigdha Verma M.Tech CSE‚ IIIT Hyderabad‚ India snigdha.verma@students.iiit.ac.in Abstract—This paper reviews the gamification trend‚ the concept of gamification. It also provides some examples of the wide use of gamification in tourism‚ healthcare‚ education‚ social causes‚ crowdsourcing‚
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Motivational aspects of using gamified mobile applications in cultural tourism This paper is about motivational aspects and the role of gamification in using travel applications. The phenomenon of cultural tourism will be examined in a context of educational activities. An important role will be assigned to determine user’s motivation and how gamification may increase the interest of different groups of tourists. With the growth of the Web it has become possible to find the information about any
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Transhumanism Wanting to better ourselves and our overall life expectancy is something we have been fascinated with since the beginning of time. As a society we are constantly looking for magical cures for anything from deadly diseases to wrinkling from old age. There is something inside all of us that wants to prolong our youth and at the same time improve the overall quality of life. When it comes to the topic of super longevity‚ there are many different aspects of this certain belief. A question
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Each Hype Cycle drills down into the five key phases of a technology’s life cycle. 1. Technology Trigger: A potential technology breakthrough kicks things off. Early proof-of-concept stories and media interest trigger significant publicity. Often no usable products exist and commercial viability is unproven. 2. Peak of Inflated Expectations: Early publicity produces a number of success stories—often accompanied by scores of failures. Some companies take action; many do not. 3. Trough of Disillusionment:
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As for EDF‚ it has developed a "behavior module" for specific outages and a fire simulation to integrate the procedures: "As the date of the nuclear fleet of 70-80 years‚ it is facing many retirements that replaces a lot of young people. And like that was not well anticipated‚ companionship is very short. We try to as qualitative as possible alternative way of expert knowledge in serious games. ". But beyond the good or bad assumed applications‚ serious games‚ which participates in the advent of
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understanding‚ N is for network of tribe‚ I for identities‚ T is for trust‚ and Y is for yield. Ms. Ria Lu discuss us about gamification according to Ms. Ria gamification is a cheaper‚ longer engagement‚ shared engagement‚ measurable‚ participation and also loyalty. Traditional marketing finds to convert to keep while digital marketing find going directly to keep. Gamification also a making games out of an ordinary process. Lastly Ms. Melanie discusses to us the inbound marketing. This is the things
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ways to innovate using 1-to-1 personalization. Gamification Beyond Angry Birds and Farmville‚ the concept of gamification refers to the use of game design techniques to solve problems and engage audiences. You are seeing this in some respects when you share this post in places like Twitter‚ LinkedIn‚ and Facebook‚ by way of the “progress buttons” illustrating the number of shares and likes. Additional methods of gamification that have become more widely adopted include: • Achievement
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Abstract— The use of virtual reality games has spread to various human activities in populations of all ages. Information and Communication Technologies (ICTs)‚ as well as virtual reality games‚ have become strategic allies in the learning processes‚ since interactivity increases motivation‚ a process that underlies learning. In the same sense‚ these games have been used as methods of cognitive and physics in some neurological pathologies such as cerebrovascular accidents and Alzheimer’s disease
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