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Full-Text Articles in Graphics and Human Computer Interfaces

Experimental Analysis Of Satellite Operator Training Using Game-Based Virtual Reality Simulation, Lana Laskey Jul 2025

Experimental Analysis Of Satellite Operator Training Using Game-Based Virtual Reality Simulation, Lana Laskey

Doctoral Dissertations and Master's Theses

Satellite data plays a vital role in modern global infrastructure by enabling communications, navigation, and weather forecasting. As demand for satellite technology grows, so does the need for highly trained satellite ground operators. Traditional training regimens for satellite operators employ simulation using two-dimensional computer console displays paired with the varied ability of trainees to generate abstract mental imagery of the scenario. However, this development of mental imagery imposes a considerable learning curve and cognitive workload on the trainee, which may negatively impact the user experience and knowledge gained during the training scenario.

This experimental study investigated the effects of game-based …


Developing Gamification Research In Information Systems, De Liu, Richard Landers, Paul Lowry, Fiona Fui-Hoon Nah, Radhika Santhanam Aug 2022

Developing Gamification Research In Information Systems, De Liu, Richard Landers, Paul Lowry, Fiona Fui-Hoon Nah, Radhika Santhanam

Research Collection School Of Computing and Information Systems

Gamification, an umbrella term for incorporating game design elements into non-game systems to make them more engaging and productive, is of interest to Information System (IS) communities, because it has wide applications, such as, gamification designs for workplace, learning and health apps, social media, online communities, and the gig economy. As a multidisciplinary research domain, gamification integrates elements of technology, human motivation, task design, human-computer-interface design, and algorithms/AI design, and is a fertile ground for IS researchers with a variety of different background. There are many challenges in conducting gamification research, including how to get started in this highly multidisciplinary …


Gamification Of Enterprise Systems, Fiona Fui-Hoon Nah, Brenda Eschenbrenner, Craig C. Claybaugh, Perry B. Koob Mar 2019

Gamification Of Enterprise Systems, Fiona Fui-Hoon Nah, Brenda Eschenbrenner, Craig C. Claybaugh, Perry B. Koob

Business and Information Technology Faculty Research & Creative Works

Enterprise systems have become an integral part of an organization's operations. However, they also pose many challenges to organizations from the perspective of implementation, user training, as well as use and acceptance. Without effective usage, enterprise systems may not be able to provide the strategic or competitive advantages that organizations desire. Therefore, organizations may consider gamification to enhance training, acceptance, and usage. We discuss the various ways in which enterprise system challenges can be addressed through the lens of gamification and present a framework for gamification of enterprise systems. The framework is comprised of basic principles and key design elements …


Effect Of Gamification On Intrinsic Motivation, Edna Chan, Fiona Fui-Hoon Nah, Qizhang Liu, Zhiwei Lu Jul 2018

Effect Of Gamification On Intrinsic Motivation, Edna Chan, Fiona Fui-Hoon Nah, Qizhang Liu, Zhiwei Lu

Research Collection School Of Computing and Information Systems

Gamification has been increasing in popularity in a variety of online context, including online learning. However, its impact on intrinsic motivation is still unclear. In this research, we carried out an experiment to assess the impact of providing two gamification features in an online learning system – point and leaderboard – on intrinsic motivation.


Effects Of The Use Of Leaderboards In Education, Yu-Hsien Chiu, Fiona Fui-Hoon Nah May 2017

Effects Of The Use Of Leaderboards In Education, Yu-Hsien Chiu, Fiona Fui-Hoon Nah

Research Collection School Of Computing and Information Systems

Gamification has been used in education to increase student motivation and performance. In this research, we are interested to examine the effect of leaderboards on student motivation by assessing the interest of students to complete optional practice questions provided to them in a course. Based on goal setting theory and cognitive evaluation theory, we hypothesize that the use of leaderboards will lead to increased student motivation. We designed a within-subject experiment where leaderboards were not provided in the first half of the semester for the optional assignments comprising practice questions but were provided in the second half of the semester …


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …


Patient Engagement In The Medical Facility Waiting Room Using Gamified Healthcare Information Delivery, Raheel Hassan, Nathan W. Twyman, Fiona F. Nah, Keng Siau Jul 2016

Patient Engagement In The Medical Facility Waiting Room Using Gamified Healthcare Information Delivery, Raheel Hassan, Nathan W. Twyman, Fiona F. Nah, Keng Siau

Research Collection School Of Computing and Information Systems

This study explores the proposition that medical facility waiting rooms are an opportune setting to engage with and educate patients while they are waiting for care. In collaboration with emergency department (ED) personnel, we developed ER Hero, a tablet-based application for waiting rooms that introduces patients to ED professionals and operations through mini-games and story-like interaction. We evaluated this prototype with human participants to determine how well it performed when compared to paper-based information disclosure presenting the same information. Participants using the application exhibited increased ED knowledge, decreased nervousness, and increased interest. The gamified application outperformed a paper-based approach on …


Patient Engagement In The Medical Facility Waiting Room Using Gamified Healthcare Information Delivery, Raheel Hassan, Nathan W. Twyman, Fiona Fui-Hoon Nah, Keng Siau Jun 2016

Patient Engagement In The Medical Facility Waiting Room Using Gamified Healthcare Information Delivery, Raheel Hassan, Nathan W. Twyman, Fiona Fui-Hoon Nah, Keng Siau

Research Collection School Of Computing and Information Systems

This study explores the proposition that medical facility waiting rooms are an opportune setting to engage with and educate patients while they are waiting for care. In collaboration with emergency department (ED) personnel, we developed ER Hero, a tablet-based application for waiting rooms that introduces patients to ED professionals and operations through mini-games and story-like interaction. We evaluated this prototype with human participants to determine how well it performed when compared to paper-based information disclosure presenting the same information. Participants using the application exhibited increased ED knowledge, decreased nervousness, and increased interest. The gamified application outperformed a paper-based approach on …


Effects Of The Use Of Points, Leaderboards And Badges On In-Game Purchases Of Virtual Goods, Fiona Fui-Hoon Nah, Lakshmi Sushma Daggubati, Amith Tarigonda, Raghu Vinay Nuvvula, Ofir Turel Aug 2015

Effects Of The Use Of Points, Leaderboards And Badges On In-Game Purchases Of Virtual Goods, Fiona Fui-Hoon Nah, Lakshmi Sushma Daggubati, Amith Tarigonda, Raghu Vinay Nuvvula, Ofir Turel

Research Collection School Of Computing and Information Systems

Game design elements are major factors in gamification. In this study, we seek to examine the impact of game design elements on users’ in-game purchases of virtual goods. The purchase of virtual goods due to players’ intrinsic motivation has been studied but little is known about the purchase of virtual goods due to the use of game design elements (i.e., Points, Leaderboards and Badges) built into the games. Extending our knowledge to this realm can help researchers to better understand gamers’ behaviors, and game designers and marketers to better promote and sell virtual goods in online games.


The Effects Of Gamifying Optional Lessons On Motivation, Aaron Zemach Dec 2014

The Effects Of Gamifying Optional Lessons On Motivation, Aaron Zemach

McKelvey School of Engineering Graduate Student Theses & Dissertations

Adding video-game elements to non-video-game interfaces (“gamification”) has become a common engagement strategy over the past several years in the domain of education. While prior studies have found that adding game elements to mandatory educational materials can increase students’ motivation to complete the materials, there has yet to be a study to investigate if game elements can make users more likely to engage with optional educational materials. In this study, we investigate whether users of a gamified educational interface are more motivated than users of a non-gamified interface to voluntarily complete educational materials. We found users of a gamified interface …


Gamification Of Education: A Review Of Literature, Fiona Fui-Hoon Nah, Qing Zeng, Venkata R. Telaprolu, Abhishek Padmanabhuni Ayyappa, Brenda Eschenbrenner Jun 2014

Gamification Of Education: A Review Of Literature, Fiona Fui-Hoon Nah, Qing Zeng, Venkata R. Telaprolu, Abhishek Padmanabhuni Ayyappa, Brenda Eschenbrenner

Research Collection School Of Computing and Information Systems

We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several game design elements that are used in education. These game design elements include points, levels/stages, badges, leaderboards, prizes, progress bars, storyline, and feedback. We provided examples from the literature to illustrate the application of gamification in the educational context.


A Framework For Constructing Serious Games, Taylor Glen Yust May 2014

A Framework For Constructing Serious Games, Taylor Glen Yust

Graduate Theses and Dissertations

Communicating ideas and knowledge through serious games is a trend that is currently gaining in popularity. However, at present, there is a distinct lack of a game development methodology that takes a critical approach to transforming information into gameplay. This thesis presents a framework that can be followed to construct compelling serious games that are effective at transferring knowledge to the player. This is accomplished through an analysis of atomic knowledge items and their relationships to one another, followed by a meaningful and synergetic implementation of these ideas at a foundational mechanics level.

This thesis also describes the development of …


Gamification Of Education Using Computer Games, Fiona Fui-Hoon Nah, Venkata Telaprolu, Shashank Rallapalli, Pavani R. Venkata Jul 2013

Gamification Of Education Using Computer Games, Fiona Fui-Hoon Nah, Venkata Telaprolu, Shashank Rallapalli, Pavani R. Venkata

Research Collection School Of Computing and Information Systems

We review the literature on gamification and identify principles of gamification and system design elements for gamifying computer educational games. Gamification of education is expected to increase learners’ engagement, which in turn increases learning achievement. We propose a gamification framework that synthesizes findings from the literature. The gamification framework is comprised of principles of gamification, system design elements for gamification, and dimensions of user engagement.


Improving Webide Through Delightful Design And Gamification, Michael Hilton Mar 2013

Improving Webide Through Delightful Design And Gamification, Michael Hilton

Master's Theses

WebIDE is a web-based online learning environment. WebIDE has been used

successfully to teach CS0 and CS1 students Java and C concepts and software

engineering best practices, specically Test Driven Development. Previous Web-

IDE development has concentrated on developing functionality. The main goal

of this eort is to improve two non-functional aspects of WebIDE. The rst is to

design a more delightful user interface. The second is to add a scoring mecha-

nism that encourages students to develop best practices. The scoring mechanism

rewards students who answer the question correctly on the rst attempt, dis-

couraging them from spamming the …