Sökning: "Gamification"

Visar resultat 31 - 35 av 553 uppsatser innehållade ordet Gamification.

  1. 31. Spelifiering för miljömedvetenhet : En studie om hur applikationer kan engagera användare i hållbara vanor

    Kandidat-uppsats, Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Författare :Pranvera Gerbeshi; Jonna Lundgren Säwe; [2023]
    Nyckelord :Gamification; green gamification; sustainability for the environment; motivation; Spelifiering; grön spelifiering; hållbarhet för miljön; motivation;

    Sammanfattning : Studien går ut på att undersöka hur spelifierade applikationer, det vill säga applikationer som använder sig av spelelement i icke-spelsammanhang, motiverar användare till att leva mer hållbart för miljön. I vår studie har vi studerat applikationen Joulebug genom att låta två olika urvalsgrupper diskutera deras erfarenheter i fokusgruppsintervjuer efter att ha använt applikationen under en veckas tid. LÄS MER

  2. 32. Establishing a Digital Framework for EdTech Learning for Primary Schools in the Rural Parts of the Guanajuato Region, Mexico : A Minor Field Study Based on Interaction Design Principles

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

    Författare :Katie Haidar; Sara Hailu; Samantha Johansson; [2023]
    Nyckelord :Minor Field Study; MFS; Interaction Design; Design Principles; Digital Education; Education Technology; EdTech; User Tests; Gamification; Mexico; Rural Primary Schools;

    Sammanfattning : This investigation is carried out with the desire to create a framework for digital learning tools in the region of Guanajuato, Mexico aimed towards primary schools in rural parts of the area. The framework is meant to be an aid in the implementation of technological equipments, especially tablets, and shed light on the most important aspects to take into consideration when designing and creating applications for those. LÄS MER

  3. 33. Persuasive Language Learning - Qualitative research on user engagement in the persuasive system design of Duolingo

    Kandidat-uppsats, Jönköping University/Tekniska Högskolan

    Författare :Sofie Kastelli; Napsugár Takács; [2023]
    Nyckelord :Persuasion; Gamification; User-engagement; Duolingo; MALL; mobile-learning; mobile-language-learning; gamified interaction design;

    Sammanfattning : Duolingo is a popular mobile language-learning application that has been around the market since 2012 and has been researched in its language-learning abilities. It is crucial for mobile language learning applications to keep their users interested, nevertheless, as users easily lose interest in continuing their language study. LÄS MER

  4. 34. Can you get consultants to update their CV more often by asking them how they are doing? : A design study on how behavior changing design can impact consultant CV writing

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

    Författare :Agnes Forsberg; [2023]
    Nyckelord :persuasive design; gamification; user-centered design; FBM; enterprise systems; motivation; UX; Double Diamond; CV writing; consultant; övertygande design; spelifiering; användarcentrerad design; FBM; företagssystem; motivation; UX; Double Diamond; CV-skrivande; konsulter;

    Sammanfattning : Consultants do not update their CVs enough - partly because it is boring, partly because they do not have the time, and partly because it requires a lot of detail. Using motivational theories as the base, this thesis tries to improve the consultant CV writing experience using persuasive design and gamification. LÄS MER

  5. 35. Gamification within the Metaverse : A quantitative study to understand how consumer engagement is influenced by gamification strategies in the Metaverse

    Kandidat-uppsats, Karlstads universitet/Handelshögskolan (from 2013)

    Författare :Maja Sveder; Emma Lundbäck; [2023]
    Nyckelord :Gamification; Metaverse; Games; Game elements; Consumer behaviour; Engagement; Motivation; Purchase intentions;

    Sammanfattning : Through the development of digitalization, the use of the Metaverse and the strategy of utilizing game elements for brands has increased. Therefore, this thesis purpose has been to understand, from the consumers perspective, if consumer engagement is influenced by gamification strategies used by brands in the Metaverse. LÄS MER