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The gamification of learning is an approach which recently has evolved, in coordination with technological developments, to include much larger scales for gameplay, new tools, and new ways to connect people. [45] The term gamification, coined in 2002, is not a one-dimensional reward system.
The Octalysis framework is used in healthcare, fitness, education, training, company, and product design to increase user engagement, ROI and motivation. [3] [4] [5] Octalysis [1] What makes Facebook so addictive? [6] mHealth has developed applications based on the Octalysis framework to assist people in self-care management and self-stress ...
Galaxy is a web platform for data-intensive biology using geographically-distributed supercomputers. [56] LabKey Server is an extensible platform for integrating, analyzing and sharing all types of biomedical research data. It provides secure, web-based access to research data and includes a customizable data processing pipeline.
Digital life and technology, Education and training, Health, Environment and sustainable development, Physics and Chemistry, IT and programming, Political science and international relations, Law, Economy and management, Life Sciences Free access to courses, free and paid certification [1] French, English, Spanish, Arabic, Chinese Non-profit 2013
Pacific Open Learning Health Net (POLHN / ˈ p ɒ l h ən /) is a non-profit established in 2003, focused on distance education for health professionals working in the Pacific. Since 2004, it has provided free online courses for continuing professional development in a wide range of health and science related disciplines.
A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. [29] [5] However, individual and contextual differences exist. [30] Gamification can be achieved using different game mechanics and elements which can be linked to 8 core drives when using the Octalysis ...
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 ...
Habitica is a self-improvement web application that uses game mechanics to assist users in structuring their behavior. [8] [9]The game is laid out in the form of a RPG in which the player collects items, such as gold and armor, and gains levels to become more powerful.