Sökning: "Gamified"

Visar resultat 16 - 20 av 141 uppsatser innehållade ordet Gamified.

  1. 16. Escape room - En flykt från den traditionella matematikundervisningen : Elevers kommunikativa arbete kring problemlösningsstrategier med och utan digitala verktyg i mellanstadiet

    Master-uppsats, Karlstads universitet

    Författare :Simona Gamalan; Amanda Spångberg; [2023]
    Nyckelord :Gamified learning; Game-based learning; traditional learning; problem-solving; the process of problem-solving; effective communication; escape room; middle school; mathematics; Spelifierat lärande; spelbaserat lärande; Game-based learning theory; traditionellt lärande; problemlösning; problemlösningsprocess; effektiv kommunikation; smågruppsarbete; Escape room; mellanstadiet; matematik;

    Sammanfattning : This study intends to find out how two different teaching methods affect pupils'communicative ability in the problem-solving process. This through the use of smallgroup work. LÄS MER

  2. 17. Designing and evaluating the impact of gamification in e-learning platforms for non-Swedish people learning Swedish

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Vaishnavi Walajapet Bhakthavathsalam; Mahidhar Reddy Vaka; [2023]
    Nyckelord :E-learning; Gamification; Motivation; Persuasive design; User engagement.;

    Sammanfattning : Background. Learning a new language is essential for global communication and cultural understanding as it enhances communication skills and promotes respect for diverse cultures. In this digital age, e-learning platforms have become popular tools for language learning. LÄS MER

  3. 18. Gamifying sustainability : A qualitative study on how gamified services can create a sustainable purchase behaviour among women.

    Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/Företagsekonomi

    Författare :Marcus Rundlöf; Victoria Öberg; [2023]
    Nyckelord :Consumer behavour; Marketing;

    Sammanfattning : Gamification, defined as the application of game elements in a non-game environment,has in recent years gained significant influence as a favourable marketing strategy. Gamified services can be found in a variety of markets, ranging from education to wellness, and have the ability to transform low involvement purchases into high ones. LÄS MER

  4. 19. Playing to Win: How Gamification Can Boost Customer Engagement and Turn Non-Fans into Brand Advocates

    Master-uppsats, Stockholms universitet/Marknadsföring

    Författare :Basak Öztürk; Rulan Hersono; [2023]
    Nyckelord :Customer Engagement; Gamification; Metaverse; Noncustomers; Online Brand Advocacy; Quasi-experiment;

    Sammanfattning : In today’s progressive technology development, it is imperative to engage the customer and transform them to become brand advocates. Firms need to ensure their brand’s longevity in this competitive market, at times putting noncustomers in hindsight. LÄS MER

  5. 20. Advergames : En studie om hur ett spelifierat reklamformatfungerar på en social plattform med inriktning på videoklipp

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

    Författare :Matilda Nimvik; Alice Duncalf; [2023]
    Nyckelord :Gamification; Advergames; Prototype; Online Advertisement; Persuasive Games; Flow; Design Science; Spelifiering; Advergame; Prototyp; Reklam Online; Persuasiva Spel; Flow; Designvetenskap;

    Sammanfattning : Studien diskuterar hur spelifierad reklam, ett så kallat advergame som kombinerar spel ochreklam, kan påverka användarnas engagemang på en plattform såsom Youtube. En prototypskapades med målet att illustrera hur spelifierad reklam på en videoplattform kan se ut. LÄS MER