2020
DOI: 10.1007/978-3-030-56441-4_63
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Evaluation of Gamification Elements in a VR Application for Higher Education

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Cited by 3 publications
(1 citation statement)
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“…Other research has adapted completion-contingent rewards into performance-contingent rewards in a game-based learning context, successfully improving motivation and learning outcomes [22]. Although numerous Gamification techniques exist, the study of Tiefenbacher compared techniques such as high scores and achievements, finding that they improved intrinsic motivation despite some users feeling a higher level of intuition with the VR environment and finding it easy to use, confirming that time-pressure was disruptive for users [23].…”
Section: State Of the Artmentioning
confidence: 96%
“…Other research has adapted completion-contingent rewards into performance-contingent rewards in a game-based learning context, successfully improving motivation and learning outcomes [22]. Although numerous Gamification techniques exist, the study of Tiefenbacher compared techniques such as high scores and achievements, finding that they improved intrinsic motivation despite some users feeling a higher level of intuition with the VR environment and finding it easy to use, confirming that time-pressure was disruptive for users [23].…”
Section: State Of the Artmentioning
confidence: 96%