Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

PL EN


2018 | 9 | 2 | 201-205

Article title

Gamifikacja a subiektywna wartość wzmocnienia. Wskazania do pracy w edukacji i promocji zdrowia

Content

Title variants

EN
Gamification and Subjective Reinforcement Value. Indications for Education and Health Promotion

Languages of publication

PL EN

Abstracts

PL
Celem artykułu jest wykazanie znaczenia efektu subiektywnej wartości wzmocnienia przy sto-sowaniu elementów gamifikacji w tworzeniu aplikacji mobilnych i ich wykorzystywaniu w pracy edukacyjnej i w promocji zdrowia.
EN
The article disusses the problem how the effect of subjective value of reinformcement influ-ences the effectiveness of gamification in mobile applications and their use in education and health promotion.

Year

Volume

9

Issue

2

Pages

201-205

Physical description

Dates

published
2018

Contributors

  • Doktor, Uniwersytet Jagielloński, Studium Pedagogiczne, Polska

References

  • Aronson, E. (1970). Some Antecedents of Interpersonal Attraction. W: W.J. Arnold, D. Levine (red.), Nebraska Symposium on Motivation (s. 143–173). Lincoln: University of Nebraska Press.
  • Aronson, E., Linder, D. (1965). Gain and Loss of Esteem as Determinants of Interpersonal Attrac-tiveness. Journal of Experimental Social Psychology, 1, 156–171.
  • Aronson, E., Wilson, T.D., Akert, R.M. (1997). Psychologia społeczna. Serce i umysł. Poznań: Zysk i S-ka.
  • Easley, D., Ghosh, A. (2013). Incentives, Gamification, and Game Theory: An Economic Ap-proach to Badge Design. New York: ACM.
  • Eyles, H., McLean, R., Neal, B., Doughty R., Jiang, Y., Mhurchu, C. (2014). Using Mobile Tech-nology to Support Lower Salt Food Choices for People With Cardiovascular Disease: Proto-col for the Saltswitch Randomized Controlled Trial. BMC Public Health, 14, 950–958.
  • Naimark, J., Madar, Z., Shahar, D. (2015). The Impact of a Web-based App (eBalance) in Promot-ing Healthy Lifestyles: Randomized Controlled Trial. Journal of Medical Internet Research, 17 (3), e56, 1–14.
  • Oana, M., Lain, J. (2013). How Am I Doing? The Effects of Gamification and Social Sharing on User Engagement. New York. Pobrane z: https://ww2.amstat.org/sections/srms/Proceedings/ y2013/Files/400275_500752.pdf (2.05.2018).
  • Ostaszewski, P. (2001). Procesy warunkowania. W: J. Strelau (red.), Psychologia. Podręcznik akademicki. T. 2: Psychologia ogólna (s. 97–116). Gdańsk: GWP.
  • Shallenberger, P., Zigler, E. (1961). Rigidity, Negative Reaction Tendencies and Cosatiation Affects in Normal and Feebleminded Children. Journal of Abnormal and Social Psychology, 63, 20–26.
  • Skinner, B.F. (1999). Jak uczyć zwierzęta? Charaktery, 9, 42–43.
  • Stevenson, H.V., Keen, R., Knights, R.M. (1963). Parents and Strangers as Reinforcing Agents for Children’s Performance. Journal of Abnormal and Social Psychology, 67, 183–185.
  • Wojciszke, B. (1999). Psychologia miłości. Gdańsk: GWP.
  • Zichermann, G., Cunningham, Ch. (2011). Gamification by Design. Pobrane z: http://www.oreilly.com/ pub/pr/2866 (2.05.2018).

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-a0abb4d7-8661-4af0-b68e-75f618e059ac
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.