2020
DOI: 10.47176/mjiri.34.168
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A systematized review on diabetes gamification

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Cited by 13 publications
(9 citation statements)
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“…As Figure 5 shows the primary affordances and core functions of gamification including, “providing safe environment for learning and practice” (Colasanti et al , 2020; Murawski, 2020; Oprescu et al , 2014; Park et al , 2019; Shpakova et al , 2017; Van der Heijden et al , 2020; Warmelink et al , 2020), “providing instant feedback” (Nivedhitha & Manzoor, 2020; Van der Heijden et al , 2020; Warmelink et al , 2020), “creating learning challenges” (Dikcius, Urbonavicius, Adomaviciute, Degutis, & Zimaitis, 2020; Nivedhitha & Manzoor, 2020; Park et al , 2019; Prasad et al , 2019; Ruhi, 2015), “facilitating organizational capability” (Darejeh & Salim, 2016; Fathian et al , 2020; Murawski, 2020; Oprescu et al , 2014; Prasad et al , 2019; Ruhi, 2015; Shpakova et al , 2017; Suh & Wagner, 2017; Van der Heijden et al , 2020), “enhancing motivation, and creativity” (Dalmina et al , 2019; Darejeh & Salim, 2016; Groening & Binnewies, 2019; Hyypiä & Parjanen, 2015; Murawski, 2020; Park et al , 2019; Passalacqua et al , 2020; Prasad et al , 2019; Rodrigues et al , 2019), “visualizing skills and competences” (Asadzandi et al , 2020; Nivedhitha & Manzoor, 2020; Shpakova et al , 2017; Van der Heijden et al , 2020), “employee participation in learning” (Alcivar & Abad, 2016; Asadzandi et al , 2020; Da Silva et al , 2019; Dalmina et al , 2019; Darejeh & Salim, 2016; Murawski, 2020), “turning training into entertainment” (Asadzandi et al , 2020; Darejeh & Salim, 2016; Shpakova et al , 2017), “offering innovative solution” (Alcivar & Abad, 2016; Murawski, 2020; Obaid et al , 2020; Shpakova et al , 2017) and “promoting collaborative environment” (Alcivar & Abad, 2016; Dalmina et al , 2019; Dikcius et al , 2020; Shpakova et al , 2017).…”
Section: Resultsmentioning
confidence: 99%
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“…As Figure 5 shows the primary affordances and core functions of gamification including, “providing safe environment for learning and practice” (Colasanti et al , 2020; Murawski, 2020; Oprescu et al , 2014; Park et al , 2019; Shpakova et al , 2017; Van der Heijden et al , 2020; Warmelink et al , 2020), “providing instant feedback” (Nivedhitha & Manzoor, 2020; Van der Heijden et al , 2020; Warmelink et al , 2020), “creating learning challenges” (Dikcius, Urbonavicius, Adomaviciute, Degutis, & Zimaitis, 2020; Nivedhitha & Manzoor, 2020; Park et al , 2019; Prasad et al , 2019; Ruhi, 2015), “facilitating organizational capability” (Darejeh & Salim, 2016; Fathian et al , 2020; Murawski, 2020; Oprescu et al , 2014; Prasad et al , 2019; Ruhi, 2015; Shpakova et al , 2017; Suh & Wagner, 2017; Van der Heijden et al , 2020), “enhancing motivation, and creativity” (Dalmina et al , 2019; Darejeh & Salim, 2016; Groening & Binnewies, 2019; Hyypiä & Parjanen, 2015; Murawski, 2020; Park et al , 2019; Passalacqua et al , 2020; Prasad et al , 2019; Rodrigues et al , 2019), “visualizing skills and competences” (Asadzandi et al , 2020; Nivedhitha & Manzoor, 2020; Shpakova et al , 2017; Van der Heijden et al , 2020), “employee participation in learning” (Alcivar & Abad, 2016; Asadzandi et al , 2020; Da Silva et al , 2019; Dalmina et al , 2019; Darejeh & Salim, 2016; Murawski, 2020), “turning training into entertainment” (Asadzandi et al , 2020; Darejeh & Salim, 2016; Shpakova et al , 2017), “offering innovative solution” (Alcivar & Abad, 2016; Murawski, 2020; Obaid et al , 2020; Shpakova et al , 2017) and “promoting collaborative environment” (Alcivar & Abad, 2016; Dalmina et al , 2019; Dikcius et al , 2020; Shpakova et al , 2017).…”
Section: Resultsmentioning
confidence: 99%
“…As Figure 5 shows the primary affordances and core functions of gamification including, "providing safe environment for learning and practice" (Colasanti et al, 2020;Murawski, 2020;Oprescu et al, 2014;Park et al, 2019;Shpakova et al, 2017;Van der Heijden et al, 2020;Warmelink et al, 2020), "providing instant feedback" (Nivedhitha & Manzoor, 2020;Van der Heijden et al, 2020;Warmelink et al, 2020), "creating learning challenges" (Dikcius, Urbonavicius, Adomaviciute, Degutis, & Zimaitis, 2020;Nivedhitha & Manzoor, 2020;Park et al, 2019;Prasad et al, 2019;Ruhi, 2015), "facilitating organizational capability" (Darejeh & Salim, 2016;Fathian et al, 2020;Murawski, 2020;Oprescu et al, 2014;Prasad et al, 2019;Ruhi, 2015;Shpakova et al, 2017;Suh & Wagner, 2017;Van der Heijden et al, 2020), "enhancing motivation, and creativity" (Dalmina et al, 2019;Darejeh & Salim, 2016;Groening & Binnewies, 2019;Hyypiä & Parjanen, 2015;Murawski, 2020;Park et al, 2019;Passalacqua et al, 2020;Prasad et al, 2019;Rodrigues et al, 2019), "visualizing skills and competences" (Asadzandi et al, 2020;Nivedhitha & Manzoor, 2020;Shpakova et al, 2017;…”
Section: Gamification In Organizational Learningmentioning
confidence: 99%
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“…Drawing on initial conclusions from previous studies, it seems appropriate to assume that the level of religiosity should affect how an individual copes with di cult situations (Weber & Pargament, 2014), such as the COVID-19 pandemic, and that religiosity will allow an individual to maintain better well-being in times of hardship (Asadzandi et al, 2020; Barmania & Reiss, 2021;Edara et al, 2021;Koenig, 2020;Kowalczyk et al, 2020;Peteet, 2020;Pirutinsky et al, 2020). Thus, it can be hypothesized that religious people will be capable of resisting some of the negative effects of a pandemic in the area of well-being and mental health thanks to their reliance on religion.…”
Section: Introductionmentioning
confidence: 99%
“…Given the basis for gamification as a useful learning technique, the value and perception of game-based learning have been described with an emphasis on engagement, learning climate, and learner perspectives 2 2 [3][4][5][6][7][8][9][10][11]. Studies have shown modest improvements in knowledge and surgical skills with respect to gamified educational systems; most of this work has been done in subspecialties within Internal Medicine and Surgery [12][13][14][15][16][17][18][19][20][21][22][23][24][25][26]. These studies use primarily electronic platforms and do not commonly employ real-time directly competitive games, other than escape rooms.…”
Section: Introductionmentioning
confidence: 99%