Using gamification and producing adaptive content for optimal use of agricultural water and smart agriculture

Using gamification and producing adaptive content for optimal use of agricultural water and smart agriculture

According to the data mining and pathology of at least 75 villages, one of the most important problems and dilemmas in the implementation of any plan, whether it is a normal routine or a technological one, is the role of implementers and farmers in the villages. Providing technologies in the form of gamification as well as changing it based on culture and traditions and even the accent of different climates and regions of the country and the world will cause a tremendous change in the implementation of technological projects. Whatever plan we want to present, we must consider how to implement it. In the villages we examined, one of the most important obstacles to the introduction of technology was and still is the lack of awareness among the people of those areas.

The term "Gamification" was coined in 2002 by Nick Pelling {the British game developer known for the game Frak!}, but it was not widely used until 2010. A simple definition of gamification is to use game elements in a non-game context to increase user engagement and loyalty and motivate them. Games are one of the most powerful motivators and if you give anyone a good reason to play, they can enjoy the game.

Game mechanics can also be used in the user interface of marketing programs or educational content. Gamification is a way to change content again, by which it uses the motivation that games inherently create in humans.

#games

#engagement

#Gamification

#shahsavari_farhad

#technology

#water

#smart_agriculture

#smart

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Shahsavari Farhad

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