Gamification Dotaz Zobrazit nápovědu
This article focuses on the phenomenon of gamification in the context of the philosophy of sport. Gamification is usually understood as a process of adding games or game-like elements to some activity in order to encourage participation. Gamification takes the techniques that game designers use to engage players and applies them to motivate people in different spheres of our lives. With the rapid development of cyber games and the penetrating everyday lives of many young people, gamification becomes an important issue for different fields of study. In economic discourse, it is often used as a business strategy. For pedagogy, it can present an educational method or teaching instrument, and psychologists examine gamification as a motivational method. In the context of sports, gamification provides a possibility for various empirical sociological studies. However, the sociological investigations could be supported by studies of philosophical backgrounds of gamification applied in the field of sports. Some authors speak about the concept of meaningful gamification. They are mostly explained more from psychological positions (exploring the theories of motivation etc.) than from the philosophical ones. Virtuality and the virtual worlds connected with cyberspace (from which gamification comes) are often understood as the opposite of reality (or escape from reality). Thus, it could be taken as something inauthentic. Badges and points present "pure" instruments that could strengthen the instrumental approach to the world. However, is it as simple? In the philosophical discourse, we could examine gamification from a range of different positions. This article assesses two possible ways in terms of how to describe and discuss gamification in the philosophical discourse. One is the topic of game and play based on the work of Johan Huizinga. The other is the concept of authenticity and instrumentality based on Martin Heidegger, Jan Patočka, and Hans-Georg Gadamer. It appears probable that gamification in sport is rapidly spreading, and it will be examined within different empirical studies more and more. This article argues that this phenomenon is also as an interesting topic for the philosophy of sport.
- Publikační typ
- abstrakt z konference MeSH
This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. The aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level of MI-BCI operation, with average peak accuracy in the session = 75.84%. This confirms the proposed training method succeeded in improvement of the MI-BCI skills; moreover, participants were leaving the session in high positive affect. Although the performance was not directly correlated to the degree of embodiment, subjective magnitude of the body ownership transfer illusion correlated with the ability to modulate the sensorimotor rhythm.
- Publikační typ
- časopisecké články MeSH
- Klíčová slova
- gamification of medical education, serious games, virtual cases, problem-based learning, scenario-based learning,
- MeSH
- lidé MeSH
- multimédia MeSH
- počítačem řízená výuka * MeSH
- programovaná výuka jako téma MeSH
- tréninková simulace * MeSH
- vnitřní lékařství * výchova MeSH
- Check Tag
- lidé MeSH
- Publikační typ
- práce podpořená grantem MeSH
Current mobility patterns over-rely on transport modes that do not benefit sustainable and healthy lifestyles. To explore the potential for active mobility, we conducted a randomized experiment aimed at increasing regular commuter cycling in cities. In designing the experiment, we teamed up with developers of the "Cyclers" smartphone app to improve the effectiveness of the app by evaluating financial and non-financial motivational features. Participants in the experiment were recruited among new users of the app, and were randomly assigned to one of four different motivational treatments (smart gamification, two variants of a financial reward, and a combination of smart gamification and a financial reward) or a control group (no specific motivation). Our analysis suggests that people can be effectively motivated to engage in more frequent commuter cycling with incentives via a smartphone app. Offering small financial rewards seems to be more effective than smart gamification. A combination of both motivational treatments-smart gamification and financial rewards-may work the same or slightly better than financial rewards alone. We demonstrate that small financial rewards embedded in smartphone apps such as "Cyclers" can be effective in nudging people to commute by bike more often.
- MeSH
- chytrý telefon * MeSH
- cyklistika * MeSH
- dospělí MeSH
- financování osobní MeSH
- lidé středního věku MeSH
- lidé MeSH
- mobilní aplikace * MeSH
- motivace * MeSH
- odměna MeSH
- zdravé chování * MeSH
- Check Tag
- dospělí MeSH
- lidé středního věku MeSH
- lidé MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- práce podpořená grantem MeSH
- randomizované kontrolované studie MeSH
Jan Švelch -- Potential of Games in the Field of Urban Planning 71 -- Eszter Tóth -- Tetris and Gamification
1. elektronické vydání 1 online zdroj (130 stran)
Sborník shrnuje příspěvky z první výroční konference Central and Eastern European Game Studies, konané v Brně ve dnech 10.-11. října 2014. Příspěvky zaměřené na výzkum digitálních her zahrnují témata od historie k teorii, od empirických studií k aplikovanému výzkumu. Značná část příspěvků se váže k regionu střední a východní Evropy.
Virtuální realita představuje interaktivní uměle vytvořené prostředí izolované od reálného světa. Tato jedinečná technologie za využití imerzivity a gamifikace v posledním desetiletí vhodně doplňuje edukaci léčebných postupů a operačních technik. Náš tým se na základě pozitivních zkušeností s využitím virtuální reality v rehabilitaci rozhodl vyvinout vzdělávací model relativně nenáročné neurochirurgické operace, a to zavedení čidla intrakraniálního tlaku. Obsahem sdělení je vývoj modulu a první zkušenosti s jeho testováním ve výuce. Modul kombinuje realisticky navržené prostředí s virtuální asistencí a možností online kontroly vyučujícím. Za využití jednoduchého ovládání umožňuje bezpečný a libovolně opakovaný nácvik operace. Zdá se, že imerzivita a gamifi kace jsou klíčovým rozdílovým prvkem pro lepší zapamatování informací při nácviku, a tím zkvalitnění učebního procesu oproti jiným technikám. To nám potvrdili při testování modulu zdravotničtí pracovníci vývojového týmu a studenti lékařské fakulty a vyšší odborné zdravotnické školy. Předpokládáme, že aplikace tohoto modulu do nácviku operačních postupů by v budoucnu mohla efektivně doplnit stávající výukové metody a potenciálně urychlit vzdělávací křivku při nácviku daného výkonu.
Virtual reality represents an interactive, artificially created environment isolated from the real world. This unique technology, through immersion and gamification, has effectively complemented the education of therapeutic procedures and surgical techniques over the past decade. Based on positive experiences with the use of virtual reality in rehabilitation, our team decided to develop an educational model for a relatively straightforward neurosurgical procedure: the insertion of an intracranial pressure sensor. This report discusses the development of the module and the initial experiences with its testing in education. The module combines a realistically designed environment with virtual assistance and the possibility of online supervision by instructor. Its simple controls allow for safe and freely repeatedly practiced operations. Immersion and gamification appear to be key diff erentiators for better retention of information during training, thereby improving the educational process compared to other techniques. This has been confi rmed during module testing by healthcare professionals from the development team and students from the faculty of medicine and higher medical school. We anticipate that the application of this module in surgical training could effectively complement existing teaching methods and potentially accelerate the learning curve for the given procedure in the future.
INTERVENTION ON MEDICAL EDUCATION -- DANIEL SCHWARZ, JARMILA POTOMKOVÁ -- В2 => 45 -- SCHOLA LUDUS: GAMIFICATION
First edition 230 stran : ilustrace, tabulky ; 25 cm
- MeSH
- informační systémy MeSH
- kontinuální vzdělávání lékařů MeSH
- lékařská počítačová informatika MeSH
- studium lékařství MeSH
- využití lékařské informatiky MeSH
- Publikační typ
- příručky MeSH
- Konspekt
- Vysoké školy
- NLK Obory
- pedagogika
- lékařská informatika