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Titlebook: Gamification in Education and Business; Torsten Reiners,Lincoln C. Wood Book 2015 Springer International Publishing Switzerland 2015 Adapt

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樓主: Cyclone
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發(fā)表于 2025-3-23 10:36:47 | 只看該作者
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From Market Place to Collusion Detection: Case Studies of Gamification in Education, While most of these definitions have focused on the use such game elements as game mechanics, attributes, game-thinking, and many others, in non-game environments, Jacobs (2013) and Bunchball (2010) point to an additional key aspect of elements that should be prioritized: to influence player behavi
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發(fā)表于 2025-3-23 22:25:10 | 只看該作者
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發(fā)表于 2025-3-24 04:44:39 | 只看該作者
Storytelling to Immersive Learners in an Authentic Virtual Training Environment,when we examine the skills required by graduates. We explain how the project nDiVE addresses these issues by immersing the learners in a virtual environment and getting them included in a storyline. Gamification elements are used to increase the engagement with the environment and focus attention on
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發(fā)表于 2025-3-24 20:10:43 | 只看該作者
Torsten Reiners,Lincoln C. WoodPresents a concrete guideline for implementation and a strong theoretical basis to properly implement gamification technology.Includes chapters covering the “dark side” of gamification and how to solv
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發(fā)表于 2025-3-25 03:00:23 | 只看該作者
M. Sinaasappel,M. van Iterson,C. Incetext for long-term change. While reward-based gamification can be useful for short-term goals and situations where the participants have no personal connections or intrinsic motivation to engage in a context, rewards can reduce intrinsic motivation and the long-term desire to engage with the real wo
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