Sökning: "gamification design"

Visar resultat 21 - 25 av 230 uppsatser innehållade orden gamification design.

  1. 21. Spelifierade plattformar i undervisning : En kvalitativ studie av högstadielärares behov och önskemål

    Kandidat-uppsats, Mittuniversitetet/Institutionen för kommunikation, kvalitetsteknik och informationssystem (2023-)

    Författare :Casper Berneklint; [2023]
    Nyckelord :Gamification; Digital platforms; Secondary school teachers; TAM3; Qualitative; Spelifiering; Digitala plattformar; Högstadielärare; TAM3; Kvalitativ;

    Sammanfattning : Gamification is about using game elements in non-game contexts.This study examines what teachers want from gamified learningplatforms in order for it to work in their teaching. The aim is tocreate knowledge about teachers' needs for these platforms sothat system developers can design these systems based on theteachers' needs. LÄS MER

  2. 22. Designing a Digital Twin to Improve Adherence and Care

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Institutionen för tillämpad fysik och elektronik

    Författare :Marcus Karlström; [2023]
    Nyckelord :Digital Twin; Adherence; Risk Communication; eHealth; Design Thinking; UX;

    Sammanfattning : This study aims to create a design concept for a digital twin to understand how it could be used to increase the health adherence of users through risk communication. This was done while also looking at how such a system could counteract potential health anxiety. LÄS MER

  3. 23. The Development of a Gamified System for Fall Prevention : with a usability perspective

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Clara Gallon; Rebecca Södereng; [2023]
    Nyckelord :Software Engineering; Human Computer Interaction; Usability; Fall Prevention; Gamification;

    Sammanfattning : Fall injuries are affecting many individuals' physical and psychological well-being, especially among older adults. Moreover, fall accidents are found to be the most common type of work-related accident in various industries. Thus, there is a need for fall prevention exercises supported by a gamified system to ensure user engagement and motivation. LÄS MER

  4. 24. Designing and evaluating the impact of gamification in e-learning platforms for non-Swedish people learning Swedish

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Vaishnavi Walajapet Bhakthavathsalam; Mahidhar Reddy Vaka; [2023]
    Nyckelord :E-learning; Gamification; Motivation; Persuasive design; User engagement.;

    Sammanfattning : Background. Learning a new language is essential for global communication and cultural understanding as it enhances communication skills and promotes respect for diverse cultures. In this digital age, e-learning platforms have become popular tools for language learning. LÄS MER

  5. 25. Exploring Persuasive Design Elements in Duolingo

    Master-uppsats, Uppsala universitet/Institutionen för informatik och media

    Författare :Yiqin Wang; [2023]
    Nyckelord :Persuasive design; mobile-assistant language learning; gamification; rewards; streaks; notifications; motivation; user experience;

    Sammanfattning : With the widespread use of portable digital devices, especially smartphones, learning a new language has become a popular trend in the age of globalization. Amongst mobile-assistant language-learning applications, Duolingo is widely used and employs persuasive design techniques to inspire and encourage users to acquire new linguistic skills. LÄS MER