2019
DOI: 10.1016/j.ijinfomgt.2018.10.001
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An approach for planning and deploying gamification concepts with social networks within educational contexts

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Cited by 95 publications
(77 citation statements)
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References 25 publications
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“…In a study conducted by Dithmer et al in 2016, proposed a prototype experiment to help heart patients undergo telerehabilitation using the Teledialog Method to encourage patients. Also, there is research on improving learning with the gamification method associated with social networking [17]. The implementation of gamification methods and social media is to increase student participation in learning for emergency medicine in the world of health [18].…”
Section: Related Workmentioning
confidence: 99%
“…In a study conducted by Dithmer et al in 2016, proposed a prototype experiment to help heart patients undergo telerehabilitation using the Teledialog Method to encourage patients. Also, there is research on improving learning with the gamification method associated with social networking [17]. The implementation of gamification methods and social media is to increase student participation in learning for emergency medicine in the world of health [18].…”
Section: Related Workmentioning
confidence: 99%
“…186 32 ND BLED ECONFERENCE HUMANIZING TECHNOLOGY FOR A SUSTAINABLE SOCIETY, CONFERENCE PROCEEDINGS Furthermore, Dynamics and Aesthetics elements also have potential impact on Learning Expectancy. For example, interaction between students can achieve cross-learning and affect the performance expectancy of a game (Toda, do Carmo, da Silva, Bittencourt, & Isotani, 2018). Working in a team can positively influence the learner-learner interaction and improves knowledge sharing (Diep, Cocquyt, Zhu, & Vanwing, 2016), showing direct and explicit value.…”
Section: Learning Expectancymentioning
confidence: 99%
“…Receiving recognition from (relevant) others can create reciprocal behavior, which can have a positive outcome to the (social) usefulness of the system (Hsu & Lu, 2004). Interaction between students can achieve cross-learning and affect the performance expectancy of a game (Toda et al, 2018). Points, levels and leaderboards promote the competence need only provided they are presented in a non-controlling and voluntary setting (Aparicio et al, 2012).…”
Section: Learning Expectancy (Le)mentioning
confidence: 99%
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“…Para alcançar os efeitos positivos referentes a motivação e engajamento, a gamificação necessita de um bom planejamento, de forma sistemática, [Zichermann andCunningham 2011, Toda et al, 2018], assim como considerar a personalização [Santos, Bittencourt & Vassileva, 2018, Monterrat et al 2014, elementos de jogos utilizados e formas para automatizar o planejamento para auxiliar o docente [Toda et al 2018]. Além disso, também é discutido na literatura que um bom design gamificado (isto é, a união dos elementos de jogos com os objetivos a serem alcançados) pode evitar efeitos nocivos que a gamificação pode ocasionar, como a indiferença, perda de desempenho, comportamentos indesejados e efeitos declinantes, como a falta de motivação e engajamento [Toda, Valle & Isotani, 2017].…”
Section: Introductionunclassified