Sökning: "Gamification"
Visar resultat 31 - 35 av 553 uppsatser innehållade ordet Gamification.
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)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
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)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
33. Persuasive Language Learning - Qualitative research on user engagement in the persuasive system design of Duolingo
Kandidat-uppsats, Jönköping University/Tekniska HögskolanSammanfattning : 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
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)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
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)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