T S A N Simões, C I N Sampaio Filho, H J Herrmann, J S Andrade, L de Arcangelis
Thermodynamic analog of integrate-and-fire neuronal networks by maximum entropy modelling
Scientific reports
gamification mainly used increase user engagement motivation hence increasing user base user activity defined applying game elements nongaming contexts gamification mostly integrated software applications order provide gameful experience users education one areas gamification studies focused lot last decade young students age range 712 years old k6 require different teaching methods use full potential however methods principles presented studies gamification application education dedicated k6 students furthermore evolution video games brought new opportunities develop new gamification elements principles research easter egg element implemented gamification element easter eggs trigger childrens curiosity encouraging find easter eggs promising special rewards perks additionally gamified approach proposed implementing gamified software application k6 students based proposed approach science island implemented online gamified web application k6 students order assess proposed approach group 47 sixthgrade students selected use application observation period 2 months feedbacks students showed 82 students agreed effectiveness gamification educational performance additionally results data analysis revealed students learning performance improved significantly applying gamification elements showing increase 063 average quiz score second month compared first month furthermore user activity rate end observation period showed increased motivation among students using software application