2017
DOI: 10.17700/jai.2017.8.2.373
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Development of Farm simulation application, an example for gamification in higher education

Abstract: A B S T R A C TOnline applications and games are related to continuous innovation, technical and technological advances in last decades. Our digital society based on technological advancements, because changing consumer requirements need quick and new solutions in the field of technology. We created an online farm simulation application which is called Crownking. The program is based on PHP language and has a MySQL database. The game has great similarity to real life because it has factors which can directly a… Show more

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Cited by 7 publications
(3 citation statements)
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References 7 publications
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“…The enormous annual growth of ICT capabilities, based on data storage and computational capacities (Hilbert and López, 2006), clearly reveals a variety of potential for different life spheres. ICT influences the way people work, provides new options for learning, is capable of improving social and economic development (Thapa and Saebø, 2014;Dasuki and Abbot, 2015), and fosters perceptions of a higher quality of living (Nevado-Peña et al, 2019).…”
Section: A Garden On the Internet -Virtually Farming Remotely Controlled Plotsmentioning
confidence: 99%
“…The enormous annual growth of ICT capabilities, based on data storage and computational capacities (Hilbert and López, 2006), clearly reveals a variety of potential for different life spheres. ICT influences the way people work, provides new options for learning, is capable of improving social and economic development (Thapa and Saebø, 2014;Dasuki and Abbot, 2015), and fosters perceptions of a higher quality of living (Nevado-Peña et al, 2019).…”
Section: A Garden On the Internet -Virtually Farming Remotely Controlled Plotsmentioning
confidence: 99%
“…Most commonly, researchers have explored the use of virtual environments for educational purposes; as virtual learning environments that have benefits such as making agricultural training more logistically feasible, affordable and accessible (Barber 2016). Several projects have developed and explored the potential of games of this sort - including small projects developing games for teaching crop cultivation and livestock breeding skills (Yoo and Kim 2014; Szilágyi et al 2017), a large international project to develop a more all-encompassing agricultural training game (GATES 2019; Fountas, Spyros et al 2019), and a project exploring the potential of virtual reality-assisted agricultural training (Barber 2016). Virtual agricultural environments may also serve less obvious knowledge exchange purposes; for example, to encourage the adoption of precision agriculture technologies (Pavlenko et al 2021); to exchange knowledge and perspectives on farm design among farmers, researchers and advisors (Moojen et al 2022); to facilitate information sharing among farmers and with non-farmer stakeholders dealing with agricultural issues (Hernandez-Aguilera et al 2020; Nuritha, Widartha, and Bukhori 2017).…”
Section: Introductionmentioning
confidence: 99%
“…The Horizon 2020 project "GATES" focused on the creation of a serious game-based training platform aimed to train actors of the agricultural value chain to apply smart farming technologies (GATES 2019). Kovács et al (2017) have developed a farming simulator application with the main goal to introduce agriculture to students and young generations. Another study describes the gamification of the social agriculture application for increasing end-user engagement (Nuritha et al 2017).…”
Section: Introductionmentioning
confidence: 99%