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A human stigmergy model of product development through a series of incremental novelties and imitations is obtained by observing the isomorphism between solution trees generated by groups of humans participating in online games like Foldit, self-organizing topics in online learning systems, product evolution through a combination of innovation and imitation in the cell phone industry, and social networks formed over the past 40 years in creation of the Boston biotech commons. The model incorporates two very simple rules: (1) preferential attachment, and (2) the combination of existing product designs into a single design. A computer model used to simulate the model produces product evolution networks isomorphic to observed solution trees and product evolution trees. Additionally, industries with a high degree of novelty produce a product evolution network with scale-free and betweenness centrality structure.  相似文献   
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Drivers must establish adequate mental models to ensure safe driver-vehicle interaction in combined partial and conditional driving automation. To achieve this, user education is considered crucial. Since gamification has previously shown positive effects on learning motivation and performance, it could serve as a measure to enhance user education on automated vehicles. We developed a tablet-based instruction involving gamified elements and compared it to instruction without gamification and a control group receiving a user manual. After instruction, participants (N = 57) experienced a 30-minute automated drive on a motorway in a fixed-base driving simulator. Participants who received the gamified instruction reported a higher level of intrinsic motivation to learn the provided content. The results also indicate that gamification promotes mental model formation and trust during the automated drive. Taken together, including gamification in user education for automated driving is a promising approach to enhance safe driver-vehicle interaction.  相似文献   
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This study investigates how perceptions may influence young drivers' intentions to participate in a gamified scheme designed to encourage safer driving behaviours. In doing so, this study offers useful insights into how to design effective and appealing gamified interventions for young drivers. Specifically, the study analyses responses from a survey of young drivers in Queensland, Australia. In all, the key results indicate to researchers and practitioners seeking to implement gamified schemes that they should remain cognisant of satisfying an individual’s perceptions of ease-of-use. Further, affecting behavioural intentions, distinct from attitudes, is crucial to an individual’s adoption of a gamified scheme. Finally, while the findings reinforce the role of ‘practical’ decision making; they also reveal, that an absence of ‘fun’ or ‘joy’ can play a role in decision making. These findings indicate that nurturing joy and happiness is a worthy, useful and admirable endeavour for transport planners, economists and policy makers. It is a research agenda pertinent to the realisation of behavioural changes and to the promotion of societal welfare more broadly.  相似文献   
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Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9–15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.  相似文献   
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The current study used an mTURK sample to determine if there is a relation between video game preferences and career interests. Previous research has found that individual (e.g., personality) differences influence gaming preferences (Zammitto, 2001) and we sought to extend these findings to the domain of career interests. In addition, we examined the potential moderating role of gender. Since researchers have found that gender disparities in spatial attention can be reduced by playing certain types of video games (Feng, Spence, & Pratt, 2007), and it has been demonstrated that spatial ability is an important predictor of success in careers where women are typically underrepresented (Blickenstaff, 2005), we predicted that women with a preference for these types of games (versus a general preference) may have more interest in these careers. We found that gaming motivations were differentially associated with career interests. In addition, gender was found to significantly moderate a number of these relations, such that the association between gaming tendencies and career interests was stronger for women than for men. Findings from the current study should help guide future research that aims to increase the representation of women in STEM careers.  相似文献   
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