[HTML][HTML] Serious games in cultural heritage: A review of practices and considerations in the design of location-based games

B DaCosta, C Kinsell - Education Sciences, 2022 - mdpi.com
The overwhelming growth and popularity of mobile devices and games have motivated
initiatives to explore mobile and augmented reality to bring the physical and virtual together …

Digital credentials in higher education institutions: A literature review

E Wolz, M Gottlieb, H Pongratz - … Systems: Volume III: A Collection of Latest …, 2021 - Springer
Digitalization is an essential driver for change, also influencing universities in their
operation. However, the graduation certificate is still paper-based and does not fit …

Service recovery via social media: The social influence effects of virtual presence

T Schaefers, J Schamari - Journal of Service Research, 2016 - journals.sagepub.com
Social media channels are increasingly used by consumers to post complaints to
companies. In contrast to traditional channels, the complaint and a firm's recovery efforts are …

A theory of gamification principles through goal-setting theory

G Fortes Tondello, H Premsukh, L Nacke - 2018 - uwspace.uwaterloo.ca
Goal-setting theory has been used for decades to explain how to motivate people to perform
better in work-related tasks, but more recently gamification has also gained attention as an …

Goal setting and open digital badges in higher education

Z Cheng, SL Watson, TJ Newby - TechTrends, 2018 - Springer
Abstract While Open Digital Badges (ODBs) has gained an increasing recognition as micro-
credentials, many researchers foresee the role of ODBs as an innovative learning tool to …

Open badges support goal setting and self-efficacy but not self-regulation in a hybrid learning environment

Z Cheng, H Wang, X Zhu, RE West, Z Zhang… - Computers & Education, 2023 - Elsevier
Through a quasi-experimental study, we found that preservice teachers who learned with
open badges set higher goals and indicated greater self-efficacy than those who learned …

Storychat: Designing a narrative-based viewer participation tool for live streaming chatrooms

R Yen, L Feng, B Mehra, CC Pang, S Hu… - Proceedings of the 2023 …, 2023 - dl.acm.org
Live streaming platforms and existing viewer participation tools enable users to interact and
engage with an online community, but the anonymity and scale of chat usually result in the …

How gamification affects software developers: Cautionary evidence from a natural experiment on github

L Moldon, M Strohmaier, J Wachs - 2021 IEEE/ACM 43rd …, 2021 - ieeexplore.ieee.org
We examine how the behavior of software developers changes in response to removing
gamification elements from GitHub, an online platform for collaborative programming and …

The use of digital badges by undergraduate nursing students: A three-year study

T Garnett, D Button - Nurse education in practice, 2018 - Elsevier
During a three-year study, 32%(n= 67) in 2015, 16%(n= 44) in 2016 and 55%(n= 161) of
students in 2017 expressed an interest in using digital badges to enhance their learning. But …

More gamification is not always better: A case study of promotional gamification in a question answering website

R Hadi Mogavi, EU Haq, S Gujar, P Hui… - Proceedings of the ACM …, 2022 - dl.acm.org
Community Question Answering Websites (CQAs) like Stack Overflow rely on continuous
user contributions to keep their services active. Nevertheless, they often undergo a sharp …