XVIII Brazilian Symposium on Information Systems 2022
DOI: 10.1145/3535511.3535525
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Gamification in Open Design: Supporting the Choice of Context-Appropriate Gamification Elements

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Cited by 4 publications
(3 citation statements)
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“…Integrating gamified elements into repetitive behavior can become a key driving force for improving user engagement and emotional satisfaction, making the experience enjoyable and promoting sustained behavioral persistence. Gamification design uses game elements to motivate positive behavior and enhance motivation and participation in specific tasks [14]. In addition, gamified design facilitates real-time feedback and result display, providing users with a sense of achievement and fatigue, thereby improving satisfaction and willingness to continue using.…”
Section: Gamification Design Principlesmentioning
confidence: 99%
“…Integrating gamified elements into repetitive behavior can become a key driving force for improving user engagement and emotional satisfaction, making the experience enjoyable and promoting sustained behavioral persistence. Gamification design uses game elements to motivate positive behavior and enhance motivation and participation in specific tasks [14]. In addition, gamified design facilitates real-time feedback and result display, providing users with a sense of achievement and fatigue, thereby improving satisfaction and willingness to continue using.…”
Section: Gamification Design Principlesmentioning
confidence: 99%
“…Gamifikasi didefinisikan sebagai penggunaan elemen-elemen desain game atau permainan dalam konteks-konteks bukan game, seperti pembelajaran matematika (Gonzálezgonzález 2022; Thiagarajah et al 2022). Unsur-unsur game dalam gamifikasi bermacammacam, diantaranya adalah poin, lencana, papan skor, dan halang rintang atau yang disebut tantangan permainan (Fedechen, Da Silva Junior, and Pereira 2022;Marisa et al 2022). Unsurunsur tersebut dapat digunakan guru sebagai alat ukur tentang ketercapaian kompetensi siswa (Saputra, Maya, and Siswi 2022;Zadeja and Bushati 2017).…”
Section: Pendahuluanunclassified
“…Embora tenha sido avaliado em contexto educativo, o 5W2H pode ser aplicado a outros contextos [Klock et al 2016], pois permite que suas dimensões sejam adaptadas conforme a necessidade. Por exemplo, o framework 5W2H foi aplicado em conjunto com um modelo de design motivacional, construindo uma plataforma gamificada para motivar estudantes na submissão de tarefas [Assunc ¸ão et al 2021]; foi utilizado para estruturar um catálogo de elementos de gamificac ¸ão [Fedechen et al 2022]; para criar e apresentar um conjunto de medalhas tematizados para o ensino de Interac ¸ão Humano-Computador [Pereira et al 2021b]; e para estruturar um mapeamento sistemático da literatura sobre recursos de adaptac ¸ão para jogos [Carvalho et al 2022]. Em outra aplicac ¸ão, o 5W2H+M [Guebarra Conejo et al 2019] foi avaliado no redesign de um sistema gamificado, adaptando as dimensões 5W2H e considerando motivac ¸ão (e amotivac ¸ão).…”
Section: Modelos De Design De Gamificac ¸ãOunclassified