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Dataset results
93 results for “Gamification”
Evaluation of the Novel Use of Gamification With Alternative Goal-setting Experiences
ClinicalTrials.gov study NCT03749473. IPD Sharing: NO. Countries: 1. Publications: 1.
Personalised and Gamification-based Decision Aid (DA): a Randomized Controlled Pilot Study About Colorectal Cancer (CRC) Screening
ClinicalTrials.gov study NCT07269028. IPD Sharing: UNDECIDED. Countries: 1. Publications: 11.
Digital Tools for Learning Diabetes: Combination of Animation and Gamification
ClinicalTrials.gov study NCT05015738. IPD Sharing: NO. Countries: 1. Publications: 4.
Gamification and Medication Adherence (GAME Adherence)
ClinicalTrials.gov study NCT05326386. IPD Sharing: Not stated. Countries: 1. Publications: 0.
Title: A Multimodal Exercise Program With Gamification for Parkinson Disease (MEP+G)
ClinicalTrials.gov study NCT06538298. IPD Sharing: YES. Countries: 1. Publications: 7.
Comparing Gamification With Remote Monitoring Against Standard Rehabilitation, for Patients After Arthroscopic Subacromial Decompression Surgery
ClinicalTrials.gov study NCT02705521. IPD Sharing: NO. Countries: 1. Publications: 10.
Systematic Review of Health App Gamification for Lifestyle Intervention Adherence
ClinicalTrials.gov study NCT04633070. IPD Sharing: NO. Countries: 1. Publications: 11.
Extended data integration of teacher training in Gamification
<p>Reports of included studies</p>
Impact of Usability on Continuance Usage Intention in Language Learning Apps with Gamification Features
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Analysis of Dynamics Gamification in Education to Enhance Student's Learning Satisfaction
<p><span>In recent years, gamification has become more and more popular. Dynamic gamification includes game elements—like points, badges, leaderboards, prizes, and feedback systems—to match the evolving demands of users. The goal of this study is to demonstrate whether using dynamic gamification in education can improve students' satisfaction levels. Several variables will be tested, including gamification, game elements, dynamics, mechanics, motivation, learning engagement, learning satisfaction, and knowledge. Non-probability purposive sampling is the sampling technique employed in this study. In this study, 477 participants were involved, but only 400 of the participants are valid as the participants must either know about gamification in education or have utilized gamification platform before. The study requires participants from Indonesia, either from JABODETABEK or outside of JABODETABEK to complete an online questionnaire from March 23 to May 2, 2024. According to the study's findings, ten out of the ten hypotheses stated in this study have significant impact.</span></p>
Relationship between gamification elements and social and human factors
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Gamification of Joint Rehabilitation Utilizing Non-Invasive Sensors and Vision-Based Software: Framework Development and Validation
<p>This file contains the video supplementary materials for an MDPI Sensor paper publication.</p>
THE DIFFERENCE BETWEEN GAME-BASED LEARNING AND GAMIFICATION
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Comparison of the Effects of the Education Given to Nursing Students by Gamification Method and Flipped Learning Method on the Level of Participation, Attitude, Interest and Motivation
ClinicalTrials.gov study NCT05711420. IPD Sharing: UNDECIDED. Countries: 1. Publications: 0.
Gamification scenario: Foodwheel
<p>These materials are part of the Gamification Scenario in the context of the exploreAT! project</p>
Analysis of Dynamics Gamification in Education to Enhance Student's Learning Satisfaction
<p><span>In recent years, gamification has become more and more popular. Dynamic gamification includes game elements—like points, badges, leaderboards, prizes, and feedback systems—to match the evolving demands of users. The goal of this study is to demonstrate whether using dynamic gamification in education can improve students' satisfaction levels. Several variables will be tested, including gamification, game elements, dynamics, mechanics, motivation, learning engagement, learning satisfaction, and knowledge. Non-probability purposive sampling is the sampling technique employed in this study. In this study, 477 participants were involved, but only 400 of the participants are valid as the participants must either know about gamification in education or have utilized gamification platform before. The study requires participants from Indonesia, either from JABODETABEK or outside of JABODETABEK to complete an online questionnaire from March 23 to May 2, 2024. According to the study's findings, ten out of the ten hypotheses stated in this study have significant impact.</span></p>
Incentivizing Physical Activity Using Gamification, A Pilot Study
ClinicalTrials.gov study NCT02850614. IPD Sharing: YES. Countries: 1. Publications: 0.
Assessing the Effect of Virtual Reality Gamification on Anxiety and Pain Management During Extraction of MIH-affected Lower First Permanent Molars in Pediatric Patients
ClinicalTrials.gov study NCT06964451. IPD Sharing: NO. Countries: 1. Publications: 0.
Gamification and Physical Activity in PD
ClinicalTrials.gov study NCT07286994. IPD Sharing: NO. Countries: 1. Publications: 0.
The Effectiveness of Gamification vs. Traditional Teaching in Undergraduate Medical Education
ClinicalTrials.gov study NCT06763627. IPD Sharing: Not stated. Countries: 1. Publications: 0.
ScienceDex guides
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These curated guides explain access requirements, typical timelines, costs, and reuse considerations for widely used research datasets.
Allen Brain Atlas
Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.
Annotated Behaviour and Observability Dataset (ABODe)
ABODe is a University of Edinburgh DataShare dataset for behavior classification in group-housed mice using home-cage video, identities, bounding boxes, ground-plate positions, and annotator labels.
DANDI Archive for NWB datasets
DANDI is a BRAIN Initiative archive for publishing and sharing neurophysiology data, including electrophysiology, optophysiology, and behavioral data packaged as NWB and related standards.
International Brain Laboratory public data
The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.
OpenNeuro
OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.