Sökning: "Gamified"

Visar resultat 11 - 15 av 141 uppsatser innehållade ordet Gamified.

  1. 11. 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

  2. 12. 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

  3. 13. A Contributor’s Journey: Exploring the Motivational Factors for Online Knowledge Sharing in a Gamified Environment

    Magister-uppsats, Lunds universitet/Institutionen för informatik

    Författare :Benedikt Keil; Patrick Senger; [2023]
    Nyckelord :Business and Economics;

    Sammanfattning : This research aims to investigate the motivational aspects of gamification elements on the in-ter-organizational knowledge-sharing platform, Stack Overflow. The study addresses the gaps in existing research by providing an in-depth analysis of gamification elements' effects and exploring top contributors' motivation to share knowledge. LÄS MER

  4. 14. 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

  5. 15. “If you’re on this sub, you’re on every watchlist possible.” An open-source investigation into the gamification of terrorism on Reddit’s user-run forum r/unexpectedjihad

    Kandidat-uppsats, Lunds universitet/Statsvetenskapliga institutionen

    Författare :Agnieszka Ewa Gryz; [2023]
    Nyckelord :Gamification; Terrorism; Extremism; Jihad; Reddit; Social Sciences;

    Sammanfattning : This study investigates the emerging phenomenon of gamification of terrorism, understood as the exploitation of video games mechanics and aesthetics to radicalize, proliferate propaganda and produce terror. Through an open-source ethnographic exploration of the “r/unexpectedjihad” community on Reddit, it attempts to answer how and to what extent violent jihadi sympathizers are gamifying terror in a digital setting. LÄS MER