Auflistung nach Schlagwort "motivation"
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- ZeitschriftenartikelCultures of Participation as a Persuasive Technology(i-com: Vol. 10, No. 2, 2011) Dick, Holger; Zietz, JasonTraditionell werden mit Persuasiven Technologien dedizierte Systeme beschrieben, die mit der Absicht entwickelt wurden, Nutzer zu bestimmten Aktivitäten zu bewegen. Hier präsentieren wir ein Cultures of Participation Framework, das erklärt, wie aus Socio-Technischen Systemen (STS) — oft unabsichtlich — Persuasive Technologien werden. Wir geben Richtlinien, wie dieses Framework genutzt werden kann, um STS zu entwickeln, die Nutzer in einer positiven Weise beeinflussen. Wir illustrieren das Framework anhand von EMPIRE, einem System das Menschen dazu motiviert und darin unterstützt, Energieverschwendungen zu reduzieren.
- KonferenzbeitragGame of TUK: deploying a large-scale activity-boosting gamification project in a university context(Mensch und Computer 2020 - Tagungsband, 2020) Müller, Julia; Sprenger, Max; Franke, Tobias; Lukowicz, Paul; Reidick, Claudia; Herrlich, MarcWe present Game of TUK, a gamified mobile app to increase physical activity among students at TU Kaiserslautern. The scale of our project with almost 2,000 players over the course of four weeks is unique for a project in a university context. We present feedback we received and share our insights. Our results show that location-based activities in particular were very popular. In contrast, mini-games included in the app did not contribute as much to user activity as expected.
- ZeitschriftenartikelGame-Based Promotion of Motivation and Attention for Socio-Emotional Training in Autism: Exploring the Secrets of Facial Expressions by Combining Minecraft and a Mobile App(i-com: Vol. 19, No. 1, 2020) Strickroth, Sven; Zoerner, Dietmar; Moebert, Tobias; Morgiel, Anna; Lucke, Ulrikeaused by a deviance of their reward system, autistic people show attention deficits for learning content outside their special fields of interest. This can lead to significant problems, especially in formal learning situations. A promising approach to increase attention is the use of game-based learning concepts. The effect of individual playful aspects could be shown in existing learning systems. However, these do not provide consistent game experiences, which may result in a decreasing motivation for training. Therefore, this paper presents requirements as well as a related game concept to integrate the learning content with a playful narrative in order to promote motivation and attention for socio-emotional training.