2021
DOI: 10.1111/jcal.12539
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A three‐step model for the gamification of training and automaticity acquisition

Abstract: Training design for automatic skills has a vast domain of application, such as education, physical and cognitive rehabilitation, as well as sports, arts and professional training. Gamification concept used in technology‐assisted training has the potential to increase motivation, engagement and adherence to the training programme. Currently, the general gamification models of learning, did not take into account the temporal specificity of the game elements for automaticity acquisition training. In order to addr… Show more

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Cited by 10 publications
(9 citation statements)
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References 163 publications
(175 reference statements)
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“…Not only does this mechanism allow for development of individualized skill, but it is also implicit, fast, and frequent during gameplay, facilitating automatic response learning. We propose that in combination, context-independence and repetition allow for far transfer effects ( 67 ). Future research would benefit the field by disentangling the relative contributions of context-independence and repetition.…”
Section: Discussionmentioning
confidence: 99%
“…Not only does this mechanism allow for development of individualized skill, but it is also implicit, fast, and frequent during gameplay, facilitating automatic response learning. We propose that in combination, context-independence and repetition allow for far transfer effects ( 67 ). Future research would benefit the field by disentangling the relative contributions of context-independence and repetition.…”
Section: Discussionmentioning
confidence: 99%
“…Many authors were consulted as to define both concepts and determine their distinctive characteristics: Petrovski (1981), Clark (2000), González (2003), Osada (2004), Ormrod (2005), Clark et al (2007), Corona Martínez & Fonseca Hernández (2009), Ginoris et al (2009), Montes de Oca Recio & Machado Ramírez (2009), Lally et al (2010), Marina (2012), Shove (2009), Velázquez et al (2015), García Rodríguez (2017), Machín (2017), Sánchez (2017), Mulet González (2018), Douskos (2019), Jamshidifarsani et al (2021), Sánchez Cu (s.f. ).…”
Section: Skills Vs Habitsmentioning
confidence: 99%
“…Based on the automaticity acquisition model proposed by Jamshidifarsani et al (2021) skill and habit development can be linked to the transit from declarative knowledge or memory to procedural knowledge or memory and ultimately to automatization. This model describes the automaticity process in three phases: fast learning, slow learning and automatization.…”
Section: Skills Vs Habitsmentioning
confidence: 99%
“…Sci. 2021, 11, 500 2 of 12 Different teaching methodologies integrate the technological devices in the educational environment such as the blended-learning [10][11][12] and gamification [13][14][15]. Blendedlearning, b-learning, combines face-to-face lessons in the classroom, required for any subject in university study plans, and virtual training teaching activities through learning platforms, while the gamification techniques try to create similar experiences to those experienced when playing games in order to motivate and engage users.…”
Section: Introductionmentioning
confidence: 99%