2019
DOI: 10.1088/1742-6596/1196/1/012027
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Enhancing Learning Engagement on Minangkabau Traditional Food through Gamified Mobile Quiz

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Cited by 3 publications
(3 citation statements)
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“…The peak of published gamification definition occurred in 2011 when several authors enriched the research field proposing four new defi-nitions [11,12,52,53]. After that, the trend remained almost constant, with the contribution proposed in [27,[54][55][56][57][58][59][60][61]. Only one new definition appeared in the 2021 [62] and, since the analysis sample was retrieved in February 2022, no new definitions of gamification were published in the first months of this year.…”
Section: Resultsmentioning
confidence: 99%
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“…The peak of published gamification definition occurred in 2011 when several authors enriched the research field proposing four new defi-nitions [11,12,52,53]. After that, the trend remained almost constant, with the contribution proposed in [27,[54][55][56][57][58][59][60][61]. Only one new definition appeared in the 2021 [62] and, since the analysis sample was retrieved in February 2022, no new definitions of gamification were published in the first months of this year.…”
Section: Resultsmentioning
confidence: 99%
“…However, this represents a weakness of the research field, due the presence of other definitions capable of providing interesting types of identification of the gamification concept. For example, gamification is understood as a strategy or an approach [59,83,84], an emerging trend [57] or a set of activities or services [67,84,85] that are useful for providing learning, communication and interaction to the user in a fun and engaging atmosphere in order to enhance results and behaviours, providing a better user experience. Moreover, gamification is understood as an integration or supporting tool (i) to foster co-creation processes of, for example, a new kind of healthy food product as well as a form of product advertising [86,87]; (ii) to engage specific users such as consumers, children and farmers [56,[88][89][90][91][92]; (iii) to stimulate food behaviour change [29] and technology usage [55].…”
Section: Discussionmentioning
confidence: 99%
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