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Azin Yazdi, Amir Karimi and Stylianos Mystakidis
This study applies bibliometric and network analysis methods to map the literature-based landscape of gamification in online distance learning. Two thousand four hundred and nineteen publications between 2000 and 2023 from the Scopus database were analyz...
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Carolina Ribeiro, Igor Fernandes and Filipe Portela
In the age of Industry 4.0, competition between companies is becoming increasingly intense, and companies are turning to trends that aim to improve overall performance. Accordingly, the company ITEK decided to create a global gamification mechanism focus...
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Anna Maria Gianni and Nikolaos Antoniadis
Formal education in high school focuses primarily on knowledge acquisition via traditional classroom teaching. Younger generations of students tend to lose interest and to disengage from the process. Gamification, the use of gaming elements in the traini...
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Muhammad Nadeem, Melinda Oroszlanyova and Wael Farag
Currently, academia is grappling with a significant problem?a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can b...
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Manuel Krug and Johannes Huwer
The topic of safety in chemistry laboratories in schools is crucial, as severe accidents in labs occur worldwide, primarily due to poorly trained individuals and improper behavior. One reason for this could be that the topic is often dry and boring for s...
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Azizah Nurul Khoirunnisa, Munir and Laksmi Dewi
(1) Background: Augmented reality is no less popular than virtual reality. This technology has begun to be used in education fields, one of which is special education. Merging the real and virtual worlds is the advantage of augmented reality. However, it...
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Humberto Marín-Vega, Giner Alor-Hernández, Maritza Bustos-López, Ignacio López-Martínez and Norma Leticia Hernández-Chaparro
Extended Reality (XR) is an emerging technology that enables enhanced interaction between the real world and virtual environments. In this study, we conduct a scoping review of XR engines for developing gamified apps and serious games. Our study revolves...
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Sangjae Lee
Online streaming contents are creating greater service uncertainty, as consumers need to experience such contents before making a decision to continue to purchase them. Few studies have investigated the interaction between eWOM (online word-of-mouth) and...
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Rafal Jaworski, Sanja Seljan and Ivan Dunder
Parallel corpora have been widely used in the fields of natural language processing and translation as they provide crucial multilingual information. They are used to train machine translation systems, compile dictionaries, or generate inter-language wor...
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Robertas Dama?evicius, Rytis Maskeliunas and Tomas Bla?auskas
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage play...
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