Exploring the effect of achievements on students attending university orientation
暂无分享,去创建一个
Peta Wyeth | Daniel M. Johnson | Dian Tjondronegoro | Zachary Fitz-Walter | D. Tjondronegoro | Peta Wyeth | Zachary Fitz-Walter
[1] Sandra Morgan,et al. Ready-to-use simulation , 2005 .
[2] Duncan Rowland,et al. "Savannah”: designing a location-based game simulating lion behaviour , 2004 .
[3] Andrew D. Miller,et al. Designing pervasive health games for sustainability, adaptability and sociability , 2012, FDG.
[4] Gerhard Schwabe,et al. Mobile learning with a mobile game: design and motivational effects , 2005, J. Comput. Assist. Learn..
[5] T. Guin,et al. Myths and Realities of Respondent Engagement in Online Surveys , 2012 .
[6] E. Deci,et al. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.
[7] Scott Grant,et al. Encouraging user behaviour with achievements: An empirical study , 2013, 2013 10th Working Conference on Mining Software Repositories (MSR).
[8] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[9] Paul Denny,et al. The effect of virtual achievements on student engagement , 2013, CHI.
[10] James A. Landay,et al. UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits , 2009, CHI.
[11] E. Churchill,et al. Badges in Social Media: A Social Psychological Perspective , 2011 .
[12] Andrés Lucero,et al. Applying game achievement systems to enhance user experience in a photo sharing service , 2009, MindTrek '09.
[13] Sharon Drew,et al. Can't Play Won't Play: Simply Sizzling Ideas to get the Ball Rolling for Children with Dyspraxia , 2008 .
[14] Stéphane Natkin,et al. Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology , 2005 .
[15] David R. Flatla,et al. Calibration games: making calibration tasks enjoyable by adding motivating game elements , 2011, UIST.
[16] Alexandru Iosup,et al. An experience report on using gamification in technical higher education , 2014, SIGCSE.
[17] Nuria Oliver,et al. MoviPill: improving medication compliance for elders using a mobile persuasive social game , 2010, UbiComp.
[18] Samuel N. Kamin,et al. Scavenger hunt: computer science retention through orientation , 2006, SIGCSE '06.
[19] Tammy Toscos,et al. Chick clique: persuasive technology to motivate teenage girls to exercise , 2006, CHI Extended Abstracts.
[20] Juho Hamari,et al. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..
[21] Thomas W. Malone,et al. Heuristics for designing enjoyable user interfaces: Lessons from computer games , 1982, CHI '82.
[22] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[23] Leif Singer,et al. It was a bit of a race: Gamification of version control , 2012, 2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS).
[24] Andrew Martin,et al. Ready-to-use simulation: THE CAMPUS INFORMATION GAME , 2006 .