New innovative technologies create opportunities for persuasive engagement. Persuasive technology is all about software, systems and applications designed to hook, reinforce, change and shape the attitudes of the learners without using coercion or deception. Persuasive design pattern if applied effectively and efficiently may influence learners’ attitudes towards the learning task, and may hook them to the specific learning activity offered via a gamified mobile application. In this paper the concept of persuasive design pattern in gamified m-learning platforms should be introduced to the scientific community. Persuasive design in a gamified mobile learning environment is described and persuasive set of design patterns appropriate to a gami...
The need to compete for users’ attention and provide them with the best user experience has increase...
This paper reports on a study investigating teachers’ experiences of using gamification as a teachin...
The COVID-19 pandemic has affected the learning system in academic institutions, with the transition...
New innovative technologies create opportunities for persuasive engagement. Persuasive technology is...
The landscape of higher education is shifting as the expectations of modern students move towards in...
[[abstract]]Gamification can enhance learners’ autonomous motivation and enable them to feel enthusi...
The present dissertation addresses persuasive technologies, being dedicated to the stu¬dy of their i...
This paper further develops the notion of distinguishing between Persuasive Technology and Persuasiv...
Abstract: As the world stands at the brink of the Fourth Industrial Revolution, educators have had t...
Based on the preliminary results of implementing and testing a persuasive learning initiative in the...
This research presents an approach to engage the children with a learning mobile application. The in...
Persuasive technology is a sub-discipline of Human–Computer Interaction thathas emerged within the l...
The presentation describes the potential role of game design patterns and gasification approaches fo...
Persuasive Design is a relatively new concept which employs general principles of persuasion that ca...
With the widespread use of portable digital devices, especially smartphones, learning a new language...
The need to compete for users’ attention and provide them with the best user experience has increase...
This paper reports on a study investigating teachers’ experiences of using gamification as a teachin...
The COVID-19 pandemic has affected the learning system in academic institutions, with the transition...
New innovative technologies create opportunities for persuasive engagement. Persuasive technology is...
The landscape of higher education is shifting as the expectations of modern students move towards in...
[[abstract]]Gamification can enhance learners’ autonomous motivation and enable them to feel enthusi...
The present dissertation addresses persuasive technologies, being dedicated to the stu¬dy of their i...
This paper further develops the notion of distinguishing between Persuasive Technology and Persuasiv...
Abstract: As the world stands at the brink of the Fourth Industrial Revolution, educators have had t...
Based on the preliminary results of implementing and testing a persuasive learning initiative in the...
This research presents an approach to engage the children with a learning mobile application. The in...
Persuasive technology is a sub-discipline of Human–Computer Interaction thathas emerged within the l...
The presentation describes the potential role of game design patterns and gasification approaches fo...
Persuasive Design is a relatively new concept which employs general principles of persuasion that ca...
With the widespread use of portable digital devices, especially smartphones, learning a new language...
The need to compete for users’ attention and provide them with the best user experience has increase...
This paper reports on a study investigating teachers’ experiences of using gamification as a teachin...
The COVID-19 pandemic has affected the learning system in academic institutions, with the transition...