Sökning: "Gamified"

Visar resultat 1 - 5 av 97 uppsatser innehållade ordet Gamified.

  1. 1. Investigating gamification’s effect on student motivation when authoring questions

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

    Författare :Marcus Nordstedt; Oskar Edvardsson; [2021]
    Nyckelord :;

    Sammanfattning : Gamification is the use of game design elements in non-game contexts, and it has recently received a fast growing interest in both academia and industry. Several studies have shown that gamification can increase motivation in various contexts, such as health and education. LÄS MER

  2. 2. Gamification for public transportation - Improving attractiveness with interactive game elements

    Kandidat-uppsats, Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Författare :Henrik Olofsson; [2021]
    Nyckelord :Gamification; game elements; public transportation; mobile application; Spelifiering; kollektivtrafik; kollektivtrafiken; spel-element; spelelement; mobil applikation;

    Sammanfattning : During the last year and a half the Sars-Cov-2 virus has affected the world in many different ways. One of the things that Sars-Cov-2 has had an effect on, is the amount of travelers. Kalmar Länstrafik, the authority responsible for public transportation, has noticed a decline of travelers during the last year. LÄS MER

  3. 3. Giving programming novices affirmation on their programming skills through gamification: A proposed IT artefact

    Kandidat-uppsats, Uppsala universitet/Institutionen för informatik och media; Uppsala universitet/Institutionen för informatik och media

    Författare :Ida Petersson; Hannes Samskog; [2021]
    Nyckelord :IT artefact; learning programming skills; programming environment; programming confidence; learning to code; motivation; code affirmation; gamification; IT artefakt; lära sig programmeringskunskaper; programmeringsmiljö; programmeringstillförsikt; lära sig koda; motivation; kodkunskapsbekräftelse; gamifiering;

    Sammanfattning : This design science research proposes an IT artefact consisting of a website and a client application with the focus of letting users receive programming tasks which they will then try and solve, and have their solutions evaluated, thereby giving affirmation on their programming skills. The study sprung from the need to give programming novices confidence in their abilities to write sufficient code solutions to programming tasks. LÄS MER

  4. 4. Kunskaper om återvinning : En undersökning av kunskapsnivån kring återvinningsprocessen hos invånare i tre av Kalmars stadsdelar

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för biologi och miljö (BOM)

    Författare :Sofie Stenfelt; [2021]
    Nyckelord :Återvinning; Avfallssortering; Kunskaper; Kunskapsnivåer; Kalmar;

    Sammanfattning : För att Sverige ska klara samtliga materialåtervinningsmål för förpackningar behöver svenska folket bli ännu bättre på att återvinna. Hushållens kunskaper om återvinning har visat sig påverka i vilken grad hushållen sorterar sitt avfall. LÄS MER

  5. 5. Narcissism, Love and Consumption

    Master-uppsats, Lunds universitet/Sociologi; Lunds universitet/Sociologiska institutionen

    Författare :Jonathan Lundborg; [2021]
    Nyckelord :Online Dating; Social Acceleration; Ontological Uncertainty; Narcissism; Consumption; Strategic Action.; Social Sciences;

    Sammanfattning : Online dating is growing rapidly within society. In the light of the covid-19 pandemic, the popular online dating app Tinder provides a new social setting for dating and romantic relationships. There is some debate whether online dating apps liquify (devolves) love - as proposed by Zygmunt Bauman - or make dating more accessible and efficient. LÄS MER