Sökning: "Digital rewards"

Visar resultat 1 - 5 av 39 uppsatser innehållade orden Digital rewards.

  1. 1. Designing for Learning in Enterprise Software - An explorative case study investigating admin user needs for learning, instruction, and information retrieval.

    Master-uppsats, Göteborgs universitet/Graduate School

    Författare :Fredrik Horn; [2023-07-19]
    Nyckelord :Enterprise software; Employee Training; Admin Users; Learning; Instruction; Information retrieval; User-Centered Design; Innovation;

    Sammanfattning : Enterprise software plays a vital role in an organization's path to operational excellence and competitiveness. Whether or not the company is able to reap the rewards of the enterprise software depends largely on the extent to which the software is adopted effectively, meaning used with a high level of proficiency by its users. LÄS MER

  2. 2. Changes in Organization Design Produced by Covid-19 from a Path-Dependence Perspective : A Case Study of a Medical Manufacturing Company

    Master-uppsats, KTH/Skolan för industriell teknik och management (ITM)

    Författare :Carolina Artavia Muñoz; [2023]
    Nyckelord :Organization Design; Black Swan Events; Path Dependence Theory; Jay Galbraith s Star Model; Covid-19; Medical Manufacturing Industry.; Organisationsdesign; svarta svan-händelser; stigberoende; Jay Galbraits Star Model; Covid-19; medicinsk tillverkningsindustri.;

    Sammanfattning : Covid-19 brought various challenges that the world that was not fully prepared to face since 2019. The pandemic came with both health and economic repercussions, and various organizations had to adapt their Organization Design to confront these new challenges posed by this Black Swan event. LÄS MER

  3. 3. Dark Patterns : Den sura sidan av Candy Crush Saga

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Tilde Fredell; Matilda Haneling; [2023]
    Nyckelord :dark patterns; deceptive patterns; Candy Crush Saga; casual games; mobilspel; användargränssnitt;

    Sammanfattning : Many mobile games use a user interface designed to get their players to spend more time, money or social engagement within their application. This is done by deliberately misleading or otherwise confusing the user by, for example, making the player lose track of time when playing or by giving rewards to players who spend money or invite their friends into the game. LÄS MER

  4. 4. Effekter av serious games på lärande och motivation hos barn med inlärningssvårigheter : En utvidgad strukturerad litteraturstudie

    Magister-uppsats, Högskolan i Skövde/Institutionen för hälsovetenskaper

    Författare :Julia Törn; Jonas Åhlström; [2023]
    Nyckelord :learning; learning disabilities; motivation; public health; serious games; folkhälsa; inlärningssvårigheter; lärande; motivation; serious games;

    Sammanfattning : Introduktion: Utbildningsnivå är en bestämningsfaktor för hälsa, och det finns starka kopplingar mellan en individs utbildningsnivå och hälsa. Inlärningssvårigheter som dyslexi och dyskalkyli kan bidra till svårigheter i skolan samt fysisk och mental ohälsa. LÄS MER

  5. 5. Let’s talk about history! : An exploratory case study on potential ways to engage the public  towards a formal history education in Lebanon.

    Master-uppsats, Uppsala universitet/Teologiska institutionen

    Författare :Minnie Brashear; [2023]
    Nyckelord :History education; Lebanon; national curriculum; post-conflict; formal history.;

    Sammanfattning : This qualitative exploratory case study covers Lebanon’s conflicted history that has left its people with unfulfilling history education. The purpose was to explore potential stakeholders and possible factors to motivate participation in Lebanon’s process towards a formal history education. LÄS MER