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  2. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [28] Early gamification strategies use rewards for players who accomplish desired tasks or ...

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1][2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process of ...

  4. Gabe Zichermann - Wikipedia

    en.wikipedia.org/wiki/Gabe_Zichermann

    The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [29] Zichermann agrees that the book's concept of engagement may be 75% customer psychology.

  5. Octalysis - Wikipedia

    en.wikipedia.org/wiki/Octalysis

    Octalysis. The Octalysis Framework is a human-focused gamification design framework that lays out the eight core drives for humans motivation developed by Yu-Kai Chou. [1] The framework lays out the structure for analyzing the driving forces behind human motivation. It is the process of applying the core behavior drives that motivate a user to ...

  6. Yu-kai Chou - Wikipedia

    en.wikipedia.org/wiki/Yu-kai_Chou

    www.yukaichou.com. Yu-kai Chou (Chinese: 周郁凱; born May 9, 1986) is a Taiwanese-American entrepreneur, author, speaker, business consultant, and experience designer. He is one of the earliest pioneers in the industry of gamification. [1] He has been a regular keynote speaker lecturer on Gamification at organizations like TEDx Lausanne, [2 ...

  7. Online health communities - Wikipedia

    en.wikipedia.org/wiki/Online_health_communities

    The use of this strategy has shown to improve the efficiency of care, patient-doctor communication, treatment compliance, health outcomes, and decrease overall health care utilization. [1] Through improved access to personalized information, patient participation, and emotional support, online health communities promote patient centered care ...

  8. dacadoo - Wikipedia

    en.wikipedia.org/wiki/Dacadoo

    Launched. December 2011. Current status. Active. dacadoo is a Zurich-based technology company that combines mobile technologies, social networking, gamification, Artificial Intelligence (AI) and big data analytics with the aim of helping users improve their health and wellbeing.

  9. Experiential education - Wikipedia

    en.wikipedia.org/wiki/Experiential_education

    Experiential education is a philosophy of education that describes the process that occurs between a teacher and student that infuses direct experience with the learning environment and content. This concept is distinct from experiential learning, however experiential learning is a subfield and operates under the methodologies associated with ...