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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The term gamification, coined in 2002, is not a one-dimensional reward system. Rather, it takes into consideration the variety of complex factors which make a person decide to do something; it is a multifaceted approach which takes into consideration psychology, design, strategy, and technology. [9]

  3. Jane McGonigal - Wikipedia

    en.wikipedia.org/wiki/Jane_McGonigal

    Using current research from the positive psychology movement, McGonigal argues that games contribute to human happiness and motivation, a sense of meaning, and community development. The book was met with a favorable reception from The Los Angeles Times [ 20 ] and Wired [ 21 ] and mixed reviews from The Independent . [ 22 ]

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...

  5. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Semiotic Domains Principle: Mastery in a semiotic domain so that one can participate in the appropriate community of practice. A semiotic domain uses a given modality (images, equations, symbols, etc.) to communicate messages to others. Examples of semiotic domains include cognitive psychology, first-person shooter games, and cellular biology.

  6. Technology acceptance model - Wikipedia

    en.wikipedia.org/wiki/Technology_acceptance_model

    HMS are systems used primarily to fulfill users' intrinsic motivations, such for online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, only pornography, gamified systems, and for general gamification. Instead of a minor TAM extension, HMSAM is an HMS-specific system ...

  7. Zeigarnik effect - Wikipedia

    en.wikipedia.org/wiki/Zeigarnik_effect

    In psychology, the Zeigarnik effect, named after Lithuanian-Soviet psychologist Bluma Zeigarnik, occurs when an activity that has been interrupted may be more readily recalled. It postulates that people remember unfinished or interrupted tasks better than completed tasks.

  8. Educational software - Wikipedia

    en.wikipedia.org/wiki/Educational_software

    The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for ...

  9. Bartle taxonomy of player types - Wikipedia

    en.wikipedia.org/wiki/Bartle_taxonomy_of_player...

    Bartle's divisions provide a foundation for investigating gamer psychology; however, subsequent studies have noted certain limitations. For example, Nick Yee has argued that a "component" framework provides more explanatory power than a "category" framework. [ 39 ]