Proceedings of the European Conference on Cognitive Ergonomics 2017 2017
DOI: 10.1145/3121283.3121286
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Feedback in commercial educational applications

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Cited by 3 publications
(4 citation statements)
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“…Studies show that gamification teaching activities can activate motivation and engagement among students but that teachers seem to lack knowledge on how to plan and implement these types of activities because they differ from traditional teaching methods [20] [21] [17] [18] [22]. Even if many teachers believe that gamification could offer a playful experience in schoolwork and, in turn, could increase student motivation and engagement and greatly support the process of learning disciplinary knowledge, teachers do not seem not to know where to start or how to design gamification activities.…”
Section: Activating Motivation and Engagement Among Studentsmentioning
confidence: 99%
See 1 more Smart Citation
“…Studies show that gamification teaching activities can activate motivation and engagement among students but that teachers seem to lack knowledge on how to plan and implement these types of activities because they differ from traditional teaching methods [20] [21] [17] [18] [22]. Even if many teachers believe that gamification could offer a playful experience in schoolwork and, in turn, could increase student motivation and engagement and greatly support the process of learning disciplinary knowledge, teachers do not seem not to know where to start or how to design gamification activities.…”
Section: Activating Motivation and Engagement Among Studentsmentioning
confidence: 99%
“…As mentioned above, earlier studies [21] [17] [18] [22] found that teachers possess limited knowledge of what gamification in teaching could mean for them, and how to plan and design their own teaching using gamification. Hence, teachers who use gamification are hard to find in Swedish schools.…”
Section: Study Context and Participantsmentioning
confidence: 99%
“…Therefore, vivid explanatory videos that address both the navigation within the app, as well as the content and procedures within each individual game are integrated. Additionally, visual and acoustic feedback are used throughout the interaction using simple, consistent sounds with the main purpose to indicate if a given solution to a task was right or wrong (Mejtoft, Lindberg, Söderström, & Mårell-Olsson, 2017). By implementing colorful and expressive graphics, the app is designed for the target age group of the reading intervention.…”
Section: Analysis Of Requirementsmentioning
confidence: 99%
“…Further, research has also shown that gamification teaching designs using contemporary and emerging technologies [16][17] could be valuable tools for developing student abilities to collaborate, reason critically, communicate, solve complex problems and use digital tools and, in turn, develop their digital competence as these teaching designs pose engaging and complex challenges which foster problem-solving, collaboration, knowledge sharing, creativity, construction and strategic thinking. However, previous research [18][19] [20] has found that teachers possess limited knowledge about emergent technologies and what gamification teaching design is or could be. In addition, school teachers lack knowledge on how to plan, design and organize teaching using emergent technologies and gamification teaching activities in the classroom [21].…”
Section: Introductionmentioning
confidence: 99%