With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.2008; Barab et al., 2007). ... According to John Dewey (1916), community participation is a key to this maintenance. ... According to the Civic Mission for Schools (Gibson aamp; Levine, 2008), while schools are the main source of civic educationanbsp;...
|Title||:||Gamification for Human Factors Integration: Social, Education, and Psychological Issues|
|Publisher||:||IGI Global - 2014-01-31|