scholarly journals The Embodiment of Kübler-Ross Model through Game Elements in GRIS and Its Impact on Player Experience

Author(s):  
Ni Putu Anindhitha Ayesha Sandra ◽  
Intan Rizky Mutiaz
Author(s):  
José Luis González Sánchez ◽  
Rosa Maria Gil Iranzo ◽  
Francisco L. Gutierrez Vela

Video games are the most economically profitable entertainment industry. The nature of their design means that user experience is enriched by emotional, cultural, and other subjective factors that make design and / or evaluation difficult using traditional methods commonly used in interactive systems. It is therefore necessary to know how to apply Playability in order to design, analyze, optimize, and adapt it to a player’s preferences. In this chapter, the authors present a way to perform UX based on Playability techniques by adding hedonic factors that enrich the development of video games. The aim is to easily and cost-effectively analyze the different degrees of Playability within a game and determine how player experience is affected by different game elements. These results can be applied in the educational field where the experience of the pupils with educational video games is a crucial factor for the success of the learning process.


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


Author(s):  
Carlos Pereira Santos ◽  
Niels Cornelis Martinus Felicius van Gaans ◽  
Vassilis-Javed Khan ◽  
Panos Markopoulos
Keyword(s):  

2021 ◽  
Vol 13 (4) ◽  
pp. 2247 ◽  
Author(s):  
Ana Manzano-León ◽  
Pablo Camacho-Lazarraga ◽  
Miguel A. Guerrero ◽  
Laura Guerrero-Puerta ◽  
José M. Aguilar-Parra ◽  
...  

Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and academic performance in the last five years in order to analyze its distribution over time, educational level, variables, and most used game elements, and know the advantages of its implementation in the classroom. For this, a systematic review is proposed through the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) methodology in three multidisciplinary databases, through an exhaustive search with inclusion and exclusion criteria on quantitative experimental studies that explore gamification in educational centers, which provide information about the most current lines of research. Fourteen studies were included in this review. These used experimental or quasi-experimental designs. Most of them report gamification as a valid learning strategy. The results support the conclusion that educational gamification has a potential impact on the academic performance, commitment, and motivation of students. Therefore, this study implies the need to expand research on the needs and challenges of students when learning with gamified techniques.


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Mario S. Staller ◽  
Swen Koerner

AbstractGamification is regularly defined as the use of game elements in non-gaming contexts. However, discussions in the context of the pedagogical value of gamification suggest controversies on various levels. While on the one hand, the potential is seen in the design of joyful learning environments, critics point out the pedagogical dangers or the problems related to optimizing working life. It becomes apparent that the assumptions guiding action on the subject matter of gamification in educational contexts differ, which leads to different derivations for pedagogical practice—but also allows for different perspectives on initially controversial positions. Being aware of these assumptions is the claim of a reflexive pedagogy. With regard to the pedagogical use of gamifying elements and their empirical investigation, there are three main anchor points to consider from a reflexive stance: (a) the high context-specificity of the teaching undertaken and (b) the (non-)visibility of the design elements and (c) the (non-)acceptance of the gamified elements by the students. We start by providing a discussion of the definitional discourse on what is understood as gamification leading to our argument for a non-definition of gamification. We describe the potential of this non-definition of gamification and exemplify its use in a gamified concept of teaching police recruits professional reflexivity. The concept features the narrative of a potential crime that has been undertaken and that students decide for themselves if they want to engage with it.


Author(s):  
Casper Harteveld ◽  
Nithesh Javvaji ◽  
Tiago Machado ◽  
Yevgeniya V. Zastavker ◽  
Victoria Bennett ◽  
...  
Keyword(s):  

Logistics ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 14
Author(s):  
Athina G. Bright ◽  
Stavros T. Ponis

In the last decade, the Industry 4.0 concept has introduced automation and cyber-physical systems as the core elements of future logistics, supported by an array of technologies, such as augmented reality (AR) providing the necessary support for the digital transformation of manufacturing and logistics and the smartification and digital refinement of traditional pre-Industry 4.0 processes. This paper studies the influence and the potential of gamification techniques in supporting innovative Industry 4.0-enhanced processes in the contemporary warehouse work ecosystem. Gamification in the workplace aims to motivate the employees and increase their involvement in an activity, while at the same time creating a sense of an everyday different experience rather than a set of repetitive and monotonous tasks. Since the design of such a system is a complex process, the most widespread design frameworks are studied, and the emphasis is on the principal game elements and their connection to mobilization mechanisms. Finally, an initial proposal of a gamification framework to support the AR-enhanced order picking process in contemporary logistics centers is provided with an emphasis on the mechanics of a fair and functional reward system. The proposed approach aims to showcase the potential alignment of business processes to human motivation, respecting the differences between tasks and the workers’ cognitive workload.


2013 ◽  
Vol 2 (1) ◽  
pp. 44-49 ◽  
Author(s):  
Pier J.M. Prins ◽  
Esther Ten Brink ◽  
Sebastiaan Dovis ◽  
Albert Ponsioen ◽  
Hilde M. Geurts ◽  
...  

2021 ◽  
Vol 5 (2) ◽  
pp. 5
Author(s):  
Aatish Neupane ◽  
Derek Hansen ◽  
Jerry Alan Fails ◽  
Anud Sharma

This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews). Network clustering and visualizations are used to identify the relationship between game elements that occur in the same games. A taxonomy of how steps are used as rewards is provided, along with example games. An existing taxonomy of how games use currency is also mapped to step-based games. We show that many games use the triad of Social Influence, Competition, and Challenges, with Social Influence being the most common game element. We also identify holes in the design space, such as games that include a Plot element (e.g., Collaboration and Plot only co-occur in one game). Games that use Real-Life Incentives (e.g., allow you to translate steps into dollars or discounts) were surprisingly common, but relatively simple in their gameplay. We differentiate between task-contingent rewards (including completion-contingent and engagement-contingent) and performance-contingent rewards, illustrating the differences with fitness apps. We also demonstrate the value of treating steps as currency by mapping an existing currency-based taxonomy onto step-based games and providing illustrations of nine different categories.


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