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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in order to motivate and engage users. [1] This is generally accomplished through the application of game design elements and game principles (dynamics and mechanics) in non-game contexts.

  4. Zeigarnik effect - Wikipedia

    en.wikipedia.org/wiki/Zeigarnik_effect

    Usually, it is implemented as user interactions gamification. Examples include: Progress trackers which inform users of how close they are to complete a task. For example, when users see a message like "Your profile is 64% complete", they are more likely to spend a few minutes on providing all missing details.

  5. Category:Gamification - Wikipedia

    en.wikipedia.org/wiki/Category:Gamification

    Download QR code; Print/export Download as PDF; Printable version; In other projects Wikimedia Commons; Wikidata item; Appearance. ... Pages in category "Gamification"

  6. Octalysis - Wikipedia

    en.wikipedia.org/wiki/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.

  7. Behavioral game theory - Wikipedia

    en.wikipedia.org/wiki/Behavioral_game_theory

    Behavioral game theory began with the work of Allais in 1953 and Ellsberg in 1961. They discovered the Allais paradox and the Ellsberg paradox, respectively. [8] Both paradoxes show that choices made by participants in a game do not reflect the benefit they expect to receive from making those choices.