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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. Overjustification effect - Wikipedia

    en.wikipedia.org/wiki/Overjustification_effect

    Overjustification is an explanation for the phenomenon known as motivational "crowding out". The overall effect of offering a reward for a previously unrewarded activity is a shift to extrinsic motivation and the undermining of pre-existing intrinsic motivation. Once rewards are no longer offered, interest in the activity is lost; prior ...

  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. Health communication - Wikipedia

    en.wikipedia.org/wiki/Health_communication

    Health communication is an area of research that focuses on the scope and implications of meaningful expressions and messages in situations or circumstances associated with health and health care. [ 9 ] Health communication is considered an interdisciplinary field of research, encompassing medical science, public health, and communication studies.

  7. Rule Breaker Investing Authors Series: "Games" With C ... - AOL

    www.aol.com/rule-breaker-investing-authors...

    There's a superficial gamification where you add, levels and achievements and leader boards to things, but I think there's a deeper gamification that's been going on for much longer, and that ...

  8. Online health communities - Wikipedia

    en.wikipedia.org/wiki/Online_health_communities

    Patient centered care is a health care strategy that is focused on engaging patients to become more active participants in their health care. [19] 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 ]

  9. Digital health - Wikipedia

    en.wikipedia.org/wiki/Digital_health

    Digital health. Digital health is a discipline that includes digital care programs, technologies with health, healthcare, living, and society to enhance the efficiency of healthcare delivery and to make medicine more personalized and precise. [1][2][3][4] It uses information and communication technologies to facilitate understanding of health ...