Abstract

The current growth in gamification-based applications, and especially in what is known as Digital Game-based Learning (DGBL), is providing new opportunities with considerable educational potential. In the present study, we report on the results of the progress of a project for [...]

Abstract

Education’s gamification has represented an opportunity to boost students’ interaction, motivation and participation. ARG (Alternate Reality Games) offer a new highly immersive tool that can be implemented in educational achievements. One of the strongest points of these immersive [...]

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A literature review revealed that games offer many advantages that games have for learning, developing skills, being creative, solving problems, interacting... In addition, games are a great opportunity for the library and information worlds, particularly for information literacy, [...]

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Gamification is the inclusion of game elements in contexts other than those traditionally related to leisure and entertainment. In recent years, it has grown as a trend as shown by the increase in the number of reports, papers, meetings, platforms, and software programs, as well as [...]

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Funware is an incentive strategy that uses the rewards systems typical of games in online nonentertainment contexts, to increase community participation. This strategy motivates users to act constructively in order to obtain recognition in the form of symbolic distinctions, like points [...]

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Nine digital courses on deciphering and reading palaeography are analysed. The study focuses on their goals, taking into account the borrowings inherited from the previous educational materials. The article begins explaining the main terminology. Later, it summarizes the characteristics [...]

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Lorei et al. (2019). Characterizing player types in gamified geodata acquisition - An exploratory analysis of StreetComplete In: Minghini, M., Grinberger, A.Y., Juhász, L., Yeboah, G., Mooney, P. (Eds.). Proceedings of the Academic Track at the State of the Map 2019, 33-34. Heidelberg, [...]

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In this paper, we report on the development of a webbased platform for Participatory Architectural Change Management in Air Traffic Management Systems (ATM) as part of the SESAR H2020 project PACAS. The platform is the result of an iterative requirements engineering process that actively [...]

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Nowadays, the world has focused on digital media. There have been voices for and against virtual education. Gamification has been described as a strategy to transmit knowledge through the design and use of games. This article describes the first phase of the development of a game [...]

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Technology and Livelihood Education (TLE) in the Philippines is continuously progressing due to the demand of global community in technical skills. In this progression in education, inadequate teaching and learning materials, and teaching strategy that are suitable in the new curriculum [...]