Automatic Classification of Web News: A Systematic Mapping Study

Author(s):  
Mauricio Pandolfi-González ◽  
Christian Quesada-López ◽  
Alexandra Martínez ◽  
Marcelo Jenkins
2019 ◽  
Vol 13 (3) ◽  
pp. 392-410 ◽  
Author(s):  
Fakhroddin Noorbehbahani ◽  
Fereshteh Salehi ◽  
Reza Jafar Zadeh

Purpose Today, marketing has evolved due to the emergence of new electronic technologies and has shifted to e-marketing. Meanwhile, the gamification and gamified systems is an up-to-date research topic that has attracted the attention of many researchers in recent years. As one of the main goals of marketing is to increase customer engagement and loyalty by persuading and motivating them to participate, the gamification has a great potential for e-marketing. Although much research has been done on the gamification subject in e-marketing, there has not yet been a comprehensive review of these studies. This paper aims to provide a comprehensive overview of the scientific and practical research on gamification applied to e-marketing using the systematic mapping study methodology. Design/methodology/approach Because considerable research has been devoted to gamification since 2011, and the number of papers published in this area has grown steadily from 2011, the paper reviews the publications over the period 2011-2018. The research method includes developing research questions, designing the research process and filtering the findings based on the specified criteria. Findings The findings of this study show the main applications of gamification in e-marketing, the technologies used and the proven benefits of applying this technique in e-marketing. It also provides a classification of the studies in this area. Practical implications This paper helps other researchers to understand the main areas of research in gamification within the marketing discipline and enables them to find the fields needed for future studies. Originality/value The proposed classification can give a comprehensive overview of the scientific and practical actions taken on gamification applied to e-marketing for academics and practitioners. It also enables the readers to find main areas of research and motivates them to apply gamification in e-marketing.


Author(s):  
Wajdi Aljedaani ◽  
Anthony Peruma ◽  
Ahmed Aljohani ◽  
Mazen Alotaibi ◽  
Mohamed Wiem Mkaouer ◽  
...  

2021 ◽  
Vol 27 (1) ◽  
Author(s):  
Katia Romero Felizardo ◽  
Amanda Möhring Ramos ◽  
Claudia de O. Melo ◽  
Érica Ferreira de Souza ◽  
Nandamudi L. Vijaykumar ◽  
...  

Abstract Context While the digital economy requires a new generation of technology for scientists and practitioners, the software engineering (SE) field faces a gender crisis. SE research is a global enterprise that requires the participation of both genders for the advancement of science and evidence-based practice. However, women across the world tend to be significantly underrepresented in such research, receiving less funding and less participation, frequently, than men as authors in research publications. Data about this phenomenon is still sparse and incomplete; particularly in evidence-based software engineering (EBSE), there are no studies that analyze the participation of women in this research area. Objective The objective of this work is to present the results of a systematic mapping study (SM) conducted to collect and evaluate evidence on female researchers who have contributed to the area of EBSE. Method Our SM was performed by manually searching studies in the major conferences and journals of EBSE. We identified 981 studies and 183 were authored/co-authored by women and, therefore, included. Results Contributions from women in secondary studies have globally increased over the years, but it is still concentrated in European countries. Additionally, collaboration among research groups is still fragile, based on a few women as a bridge. Latin American researchers contribute a great deal to the field, despite they do not collaborate as much within their region. Conclusions The findings from this study are expected to be aggregated to the existing knowledge with respect to women’s contribution to the EBSE area. We expect that our results bring up a reflection on the gender issue and motivate actions and policies to attract female researchers to this area.


2021 ◽  
Author(s):  
Habiba Hamid ◽  
Rafidah Md Noor ◽  
Syaril Nizam Omar ◽  
Ismail Ahmedy ◽  
Shaik Shabana Anjum ◽  
...  

Author(s):  
Jose A. Gallud ◽  
Monica Carreño ◽  
Ricardo Tesoriero ◽  
Andrés Sandoval ◽  
María D. Lozano ◽  
...  

AbstractTechnology-based education of children with special needs has become the focus of many research works in recent years. The wide range of different disabilities that are encompassed by the term “special needs”, together with the educational requirements of the children affected, represent an enormous multidisciplinary challenge for the research community. In this article, we present a systematic literature review of technology-enhanced and game-based learning systems and methods applied on children with special needs. The article analyzes the state-of-the-art of the research in this field by selecting a group of primary studies and answering a set of research questions. Although there are some previous systematic reviews, it is still not clear what the best tools, games or academic subjects (with technology-enhanced, game-based learning) are, out of those that have obtained good results with children with special needs. The 18 articles selected (carefully filtered out of 614 contributions) have been used to reveal the most frequent disabilities, the different technologies used in the prototypes, the number of learning subjects, and the kind of learning games used. The article also summarizes research opportunities identified in the primary studies.


IEEE Access ◽  
2021 ◽  
Vol 9 ◽  
pp. 28471-28495
Author(s):  
Farzana Ahamed Bhuiyan ◽  
Md Bulbul Sharif ◽  
Akond Rahman

Sign in / Sign up

Export Citation Format

Share Document