Gamification of e-learning in higher education: a systematic literature review
In recent years, university teaching methods have evolved and almost all higher education
institutions use e-learning platforms to deliver courses and learning activities. However …
institutions use e-learning platforms to deliver courses and learning activities. However …
Mobile health applications for chronic diseases: A systematic review of features for lifestyle improvement
R Debon, JD Coleone, EA Bellei… - Diabetes & Metabolic …, 2019 - Elsevier
Aims To identify mobile health applications with features for improving the lifestyle of
patients with chronic diseases. Methods We performed a systematic literature review …
patients with chronic diseases. Methods We performed a systematic literature review …
[HTML][HTML] Enhancing user engagement: The role of gamification in mobile apps
Organizations are increasingly making use of gamification to enhance users' engagement
with their mobile apps. However, more research into the mechanisms that facilitate user …
with their mobile apps. However, more research into the mechanisms that facilitate user …
[HTML][HTML] The dark side of the metaverse: The role of gamification in event virtualization
The virtualization of cultural events in the metaverse creates opportunities to generate
valuable and innovative experiences that replicate and extend in-person events; but the …
valuable and innovative experiences that replicate and extend in-person events; but the …
Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?
LR Murillo-Zamorano, JÁ López Sánchez… - International Journal of …, 2021 - Springer
This study aims to examine whether it is possible to match digital society, academia and
students interests in higher education by testing to what extent the introduction of …
students interests in higher education by testing to what extent the introduction of …
Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students
Lecturers in Indonesia face the challenge of presenting interesting lectures so that they can
improve student achievement. One way that can do is to integrate gamification elements in …
improve student achievement. One way that can do is to integrate gamification elements in …
Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms.
S Pozo-Sánchez, G Lampropoulos… - Journal of New …, 2022 - ERIC
Gamification is a training model that encourages the inclusion of active methodologies into
learning environments. The objective of this study is to analyze the effects of a gamified …
learning environments. The objective of this study is to analyze the effects of a gamified …
Assessing long-term user experience on a mobile health application through an in-app embedded conversation-based questionnaire
A satisfying experience is critical for the user to feel motivated over time, especially in mobile
health (m-Health) applications. Long-term user experience (UX) assesses more extended …
health (m-Health) applications. Long-term user experience (UX) assesses more extended …
An IoT-based healthcare platform for patients in ICU beds during the COVID-19 outbreak
I de Morais Barroca Filho, G Aquino… - Ieee …, 2021 - ieeexplore.ieee.org
There is a global concern with the escalating number of patients at hospitals caused mainly
by population aging, chronic diseases, and recently by the COVID-19 outbreak. To smooth …
by population aging, chronic diseases, and recently by the COVID-19 outbreak. To smooth …
Modeling impact of word of mouth and E-government on online social presence during COVID-19 outbreak: A multi-mediation approach
Although social presence plays an essential role under general conditions, its role becomes
significant for societal protection during the quarantine period in epidemic outbreak. In this …
significant for societal protection during the quarantine period in epidemic outbreak. In this …