element selection
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2022 ◽  
pp. 86-104
Author(s):  
Ruth S. Contreras-Espinosa ◽  
Jose Luis Eguia-Gomez

Although gamification has been applied to the e-government domain for the past 20 years, the literature shows that the field still lacks formal definitions to support the design of gamified strategies on these types of platforms and services, and that game element selection is often a subjective matter. This chapter provides a useful taxonomy of game elements to support the design of e-government initiatives, elaborated from the analysis of the literature on gamification frameworks and models applied to this domain. This work was additionally validated by gamification experts from public and private organizations during a series of workshops. A total of 30 commonly used game elements were selected, conceptualized, and classified into six dimensions. Gamification experts agreed that this work contributes to standardizing the game elements employed in e-government services, while the authors also believe this taxonomy can be a useful tool to analyze already existing frameworks.


Author(s):  
Nuno A. Ribeiro ◽  
Luís P. Quinto ◽  
Sérgio B. Gonçalves ◽  
Ivo F. Roupa ◽  
Paula P. Simões ◽  
...  

2021 ◽  
pp. 108099
Author(s):  
Shiwen Lei ◽  
Jing Tian ◽  
Zhipeng Lin ◽  
Xiaoxiang Ding ◽  
Wei Yang ◽  
...  

2020 ◽  
Vol 121 ◽  
pp. 105205 ◽  
Author(s):  
Reno Nims ◽  
Darby Filimoehala ◽  
Melinda S. Allen ◽  
Virginia L. Butler

Author(s):  
Htoo Htoo Sandi Kyaw ◽  
◽  
Nobuo Funabiki ◽  
Wen-Chung Kao

To enhance Java programming educations, we have proposed a Web-based Java Programming Learning Assistant System (JPLAS) that provides a variety of programming assignments to cover different learning levels. As fundamental programming exercises for novice students, JPLAS offers the Code Fill-in-blank Problem (CFP) and the Code Fixing Problem (CXP), to learn Java grammar and basic programming skills through code reading. A CFP instance requires filling in the blank elements in the problem code generated by applying the coding rule check function and the blank element selection algorithm. A CXP instance involves correcting the error elements made by the error injection algorithm. In both problems, all answers from the students will be marked through string matching with the stored correct one. In this paper, we propose the Code Amendment Problem (CAP) as a practical problem for learning the debugging process by combining CFP and CXP in JPLAS. As a mixture of CFP and CXP instances, a CAP instance is generated by randomly selecting either blank or error for each element with a given blank probability BP. For evaluations, we apply 12 CAP instances to 21 students in Japan and Myanmar, where the results show that BP = 50% offers the highest difficulty level, and CAP is harder than CFP and CXP.


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