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The Role of Gamification in Software Development Lifecycle [Working Title]最新文献

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Gamification: A Necessary Element for Designing Privacy Training Programs 游戏化:设计隐私培训项目的必要元素
Pub Date : 2021-04-26 DOI: 10.5772/INTECHOPEN.97420
Aikaterini-Georgia Mavroeidi, Angeliki Kitsiou, Christos Kalloniatis
The benefits, deriving from utilizing new Information and Communication Technologies (ICTs), such as Internet of Things or cloud computing, raise at the same time several privacy risks and concerns for users. Despite the fact that users’ inability to protect their privacy has been recognized, hence users do not get involved in processes for enhancing their awareness on such issues. However, in order to protect their fundamental right of privacy and to manage it in a practical way when using ICT, privacy literacy is crucial. Users should be trained on privacy issues through appropriate educational programs. Specifically, the development of instructional simulation programs could be of great importance. Relevant methodologies for the development of such services have been recorded in previous literature. Since the concept of training is advanced by creating attractive interaction environments, the educational privacy process could be also more efficient. Towards this, the implementation of game elements serves that purpose, contributing to the design of gameful educational programs. However, despite its benefits, gamification has been noticed to be used more as a tool rather than a concept which could be included in instructional methods. Thus, in this work, gamification features are explained to highlight their importance along with the recorded in the literature educational methods and privacy awareness issues.
利用物联网或云计算等新的信息和通信技术(ict)带来的好处,同时也给用户带来了一些隐私风险和担忧。尽管用户无法保护自己的隐私已经得到承认,但用户并没有参与到提高他们对这些问题认识的过程中来。然而,为了保护他们的基本隐私权,并在使用信息通信技术时以实际的方式管理它,隐私素养至关重要。用户应该通过适当的教育项目接受隐私问题方面的培训。具体来说,教学模拟程序的开发可能是非常重要的。在以前的文献中已经记录了开发这种服务的相关方法。由于培训的概念是通过创造有吸引力的互动环境来推进的,因此教育隐私过程也可以更有效。为此,游戏元素的执行服务于这一目的,有助于游戏教育计划的设计。然而,尽管游戏化有很多好处,但人们注意到它更多地被用作一种工具,而不是一种可以包含在教学方法中的概念。因此,在这项工作中,解释游戏化特征,以突出其重要性,同时在文献中记录的教育方法和隐私意识问题。
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引用次数: 1
Social Factors Influence on Accounting Students Attitude to Use Games Based Learning 社会因素对会计学学生游戏学习态度的影响
Pub Date : 2020-12-30 DOI: 10.5772/INTECHOPEN.95430
Rui Silva, Ricardo Gouveia Rodrigues, Carmem Leal
The general objective of this article is to analyze the impacts of a gamified resource created (Accountingame) as learning tools to teach the curricular unit of Accounting. Theory of Planned Behaviour was used to investigate social factors such as Social Influence, Recognition and Reciprocal Benefits, which are predictors of Attitude to use this kind of game like a learning accounting tool. The relevance of this study is due to the lack of empirical studies that analyze the application, viability, and effectiveness of gamified resources in the teaching areas of knowledge, such as Accounting. The game was used by students of Accounting (n = 816) for the first time in the scope of Higher Education in Portugal in the academic year 2018/2019. Results of this research suggest the importance of these resources to increase Attitude, Continued Use Intention and Intention to Word of Mouth related to Games Based Learning as an effective method of support for the learning process of accounting students. We believe that this study can be a contributor to researchers in this area to understand why the study of Accounting is genuinely challenging for students. This research will be enabling managers of Higher Education Institutions, professors and other educational agents to decide on the best strategies to use in order to increase student involvement in Accounting learning.
本文的总体目标是分析创建游戏化资源(会计学游戏)作为学习工具对会计学课程单元教学的影响。利用计划行为理论研究了社会影响、认知和互惠等社会因素对态度的影响,并将其作为学习会计工具来使用。本研究的相关性是由于缺乏实证研究来分析游戏化资源在知识教学领域(如会计)的应用、可行性和有效性。在2018/2019学年,该游戏首次在葡萄牙高等教育范围内被会计专业的学生(n = 816)使用。本研究的结果表明,这些资源对于提高态度、持续使用意愿和与游戏学习相关的口头传播意愿的重要性,作为支持会计学生学习过程的有效方法。我们相信,这项研究可以为这一领域的研究人员理解为什么会计研究对学生来说是真正具有挑战性的。这项研究将使高等教育机构的管理者、教授和其他教育代理人决定使用最佳策略,以增加学生对会计学习的参与。
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引用次数: 3
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The Role of Gamification in Software Development Lifecycle [Working Title]
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