Are games effective learning tools? A review of educational games

S De Freitas - Journal of Educational Technology & Society, 2018 - JSTOR
The literature around the use, efficacy and design of educational games and game-based
learning approaches has been building up gradually and in phases, across different …

[HTML][HTML] mHealth interventions to reduce physical inactivity and sedentary behavior in children and adolescents: systematic review and meta-analysis of randomized …

H Baumann, J Fiedler, K Wunsch, A Woll… - JMIR mHealth and …, 2022 - mhealth.jmir.org
Background Children and adolescents increasingly do not meet physical activity (PA)
recommendations. Hence, insufficient PA (IPA) and sedentary behavior (SB) among children …

[HTML][HTML] Gamification for behavior change: A scientometric review

S Bassanelli, N Vasta, A Bucchiarone, A Marconi - Acta Psychologica, 2022 - Elsevier
Gamification, which refers to the use of game design elements in non-game contexts,
provides similar experiences and motivations as games do; this makes gamification a useful …

I PLAY AT WORK—ten principles for transforming work processes through gamification

F Oprescu, C Jones, M Katsikitis - Frontiers in psychology, 2014 - frontiersin.org
Gamified workplaces could be a positive and innovative solution to addressing
contemporary problems in organizations. Such problems include high levels of stress …

What's the point?: a review of reward systems implemented in gamification interventions

ZH Lewis, MC Swartz, EJ Lyons - Games for health journal, 2016 - liebertpub.com
Rewards are commonly used in interventions to change behavior, but they can inhibit
development of intrinsic motivation, which is associated with long-term behavior …

[HTML][HTML] User models for personalized physical activity interventions: scoping review

S Ghanvatkar, A Kankanhalli, V Rajan - JMIR mHealth and …, 2019 - mhealth.jmir.org
Background: Fitness devices have spurred the development of apps that aim to motivate
users, through interventions, to increase their physical activity (PA). Personalization in the …

[图书][B] Fostering development of work competencies and motivation via gamification

M Sailer, J Hense, H Mandl, M Klevers - 2017 - Springer
Work competencies can be defined as learned abilities to adequately perform a task, role or
mission (Roe 2002). In the workplace context, work-integrated learning approaches are …

Positive and negative impacts of gamification on the fitness industry

F Ozdamli, F Milrich - European journal of investigation in health …, 2023 - mdpi.com
Gamification features to motivate individuals to exercise have become a trend in the fitness
sector that is gaining popularity. It is based on the idea that adding fun and competitive …

[HTML][HTML] Effect of wrist-worn activity monitor feedback on physical activity behavior: a randomized controlled trial in Finnish young men

AM Jauho, R Pyky, R Ahola, M Kangas… - Preventive medicine …, 2015 - Elsevier
The purpose of this study is to evaluate whether the use of an activity monitor providing
feedback has an effect on physical activity (PA) in young men. A population-based sample of …

Ready-to-use activity recognition for smartphones

P Siirtola, J Röning - 2013 IEEE Symposium on Computational …, 2013 - ieeexplore.ieee.org
In this study, every day activities are recognized from data collected using smartphones
accelerometer sensors. Offline experiments are made to show that the presented method is …