2019
DOI: 10.1007/978-3-030-15409-7_11
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Selection of Gamification Elements for Demand Side Energy Management: An Application Using Hesitant Fuzzy AHP

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Cited by 2 publications
(1 citation statement)
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“…For example, e-learning was found to enhance computer science teaching and learning at tertiary institutions in New Zealand (Aldhahri, 2015), while digital technologies were found to also contribute to teaching by enabling the adoption of various learning theories and methodologies (Altuna & Lareki, 2015;Bellaj, Zekri, & Albugami, 2015;Farhadi, 2019;Jayawardena, 2020;Orr, 2018;Romero et al, 2018). Other studies were found to have been focussed on the use of storyline-based video games in classrooms (Casañ, 2017;Dincelli & Smith, 2020;Oztaysi, Dogan, & Gul, 2019) and on the visualization of folk dances linked to cultural heritages (Kico, Grammalidis, Christidis, & Liarokapis, 2018). Little research was found to have investigated sustainable tourism through gamification techniques and applications (Jayawardena, 2021;Negruşa, Toader, Sofică, Tutunea, & Rus, 2015), climate change communication through online games (Ouariachi, Olvera-Lobo, & Gutiérrez-Pérez, 2017), and gamification for clinical treatments (Richards & Caldwell, 2017).…”
Section: Cluster Identificationmentioning
confidence: 99%
“…For example, e-learning was found to enhance computer science teaching and learning at tertiary institutions in New Zealand (Aldhahri, 2015), while digital technologies were found to also contribute to teaching by enabling the adoption of various learning theories and methodologies (Altuna & Lareki, 2015;Bellaj, Zekri, & Albugami, 2015;Farhadi, 2019;Jayawardena, 2020;Orr, 2018;Romero et al, 2018). Other studies were found to have been focussed on the use of storyline-based video games in classrooms (Casañ, 2017;Dincelli & Smith, 2020;Oztaysi, Dogan, & Gul, 2019) and on the visualization of folk dances linked to cultural heritages (Kico, Grammalidis, Christidis, & Liarokapis, 2018). Little research was found to have investigated sustainable tourism through gamification techniques and applications (Jayawardena, 2021;Negruşa, Toader, Sofică, Tutunea, & Rus, 2015), climate change communication through online games (Ouariachi, Olvera-Lobo, & Gutiérrez-Pérez, 2017), and gamification for clinical treatments (Richards & Caldwell, 2017).…”
Section: Cluster Identificationmentioning
confidence: 99%