
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.
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.
promocja zdrowia, reinforcement, education, gamifikacja, health promotion, wzmocnienie, edukacja, gamification
promocja zdrowia, reinforcement, education, gamifikacja, health promotion, wzmocnienie, edukacja, gamification
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