Co-creation of Knowledge in Technology-Enhanced Communities of Learning

serious games

Persico, D., Pozzi, F., Anastopoulou, S., Conole, G., Craft, B.; Dimitriadis, Y., Hernández-Leo, D., Kali, Y., Mor, Y., Pérez-Sanagustín, M., & Walmsley, H. (2013). Learning design Rashomon I – supporting the design of one lesson through different approaches.

Richter, G. Raban, D.R. and Rafaeli, S. (2015). Studying Gamification: the Effect of Rewards and Incentives on Motivation. P. 21-46, Chapter 2, In T. Reiners & L. C. Wood (Eds), Gamification in Education and Business. Springer

Abstract Gamification is the use of game design elements in non-game contexts to encourage a desired type of behavior.  In recent years gamification systems have been applied in marketing   as well as non-business contexts such as politics, health, or interactive

Event date: 
16/12/2014 - 12:00

The Department of Information and Knowledge Management
Persuasive Avatars: Using Avatars to Change What We Think and Do
Béatrice Hasler
PhD, University of Zurich

ecis 2014

Ganit Richter presents Research-in-Progress Paper paper, entitled "Score Keeping Function in a Knowledge Sharing Game" co-authors by Ganit Richter, Daphne R. Raban and Sheizaf Rafaeli, University of Haifa

networked society
Event date: 
17/09/2014 - 09:00

Following the tradition that began with the establishment of our I-CORE, the LINKS Community meets again for a fascinating encounter of two consecutive days during which lectures, workshops and meetings will be held. 

Sarig-Bahat, H., Weiss, P.L. and Laufer, Y. (2014). Manual Therapy


TinkerPlots- workshop
Event date: 
12/02/2014 - 08:45

The second workshop i

שיזף רפאלי - BOOK, MOOC או שוק? טכנולוגיה והשכלה על קצה הצוק?

Prof. Sheizaf Rafaeli, 2.4.2014, University of Haifa.