One reality: Augmenting how the physical world is experienced by combining multiple mixed reality modalities

JS Roo, M Hachet - Proceedings of the 30th annual ACM symposium on …, 2017 - dl.acm.org
Most of our daily activities take place in the physical world, which inherently imposes
physical constraints. In contrast, the digital world is very flexible, but usually isolated from its …

[HTML][HTML] Effects of an educational hybrid physical education program on physical fitness, body composition and sedentary and physical activity times in adolescents …

D Melero-Cañas, V Morales-Baños… - Frontiers in …, 2021 - frontiersin.org
Physical activity (PA), body composition and sedentary behavior may affect the health of
children. Therefore, this study examined the effect of an educational hybrid physical …

Ansiedad ante el fracaso en educación física¿ puede la gamificación promover cambios en las alumnas de primaria?

B Rodríguez Martín, G Flores Aguilar… - … : nuevas tendencias en …, 2022 - idus.us.es
Esta investigación valoró los efectos de un programa didáctico gamificado sobre la
ansiedad ante el fracaso en Educación Física. Además, pudimos reconocer las posibles …

[HTML][HTML] Designing a tangible user interface (TUI) for the elderly based on their motivations and game elements

JA Salazar-Cardona, S Cano, FL Gutiérrez-Vela… - Sensors, 2023 - mdpi.com
The elderly population has grown significantly in recent years, requiring strategies focused
on promoting active aging to improve health and well-being. It may be achieved in many …

[PDF][PDF] Fundamentación teórica de la Gamificación

J Fernández-Rio, G Flores Aguilar - … la Educación Física. De la teoría a la …, 2019 - idus.us.es
El término Gamificación apareció con el nuevo milenio y comenzó a extenderse con mayor
rapidez en la década de 2010s (Kamasheva, Valeev, Yagudin, & Maksimova, 2015) …

Principles of gamification for Internet interventions

MR Floryan, LM Ritterband… - Translational behavioral …, 2019 - academic.oup.com
Gamification is a popular method used to add entertaining and appealing dimensions to
nongaming activities. Researchers of technology-based behavioral and mental-health …

[HTML][HTML] FGPE+: the mobile FGPE environment and the Pareto-optimized gamified programming exercise selection model—an empirical evaluation

R Maskeliūnas, R Damaševičius, T Blažauskas… - Computers, 2023 - mdpi.com
This paper is poised to inform educators, policy makers and software developers about the
untapped potential of PWAs in creating engaging, effective, and personalized learning …

[HTML][HTML] Older adults' motivations in game based systems: Heuristic definition and its connection with fun

J Salazar-Cardona, FLG Vela, J Arango-Lopez… - Computers in Human …, 2023 - Elsevier
Efforts are currently being made to generate wellbeing in the elderly population in order to
achieve a good quality of life through the improvement of health, social interaction and …

The gamification of a MOOC platform

T Staubitz, C Willems, C Hagedorn… - 2017 IEEE Global …, 2017 - ieeexplore.ieee.org
Massive Open Online Courses (MOOCs) have left their mark on the face of education during
the recent years. At the Hasso Plattner Institute (HPI) in Potsdam, Germany, we are actively …

Serious snacking: A survival analysis of how snacking mechanics affect attrition in a mobile serious game

D Alexandrovsky, MA Friehs, J Grittner… - Proceedings of the …, 2021 - dl.acm.org
Many serious games are most effective when played regularly; however, little is known
about how individual game elements support player adherence over time. This work draws …