Sökning: "Gamified"

Visar resultat 21 - 25 av 141 uppsatser innehållade ordet Gamified.

  1. 21. Gamification i Duolingo : Vilka aspekter bidrar mest till motivation?

    Kandidat-uppsats, Umeå universitet/Institutionen för informatik

    Författare :Nora Nyberg; Linnéa Svärd; Agnes Åberg; [2023]
    Nyckelord :Duolingo; Motivation; Gamification; Språklära;

    Sammanfattning : This thesis addresses the research question; ‘Which aspects of gamification contribute the most to motivate people using the application Duolingo?’. This has been done through a quantitative questionnaire study, which we have distributed to people (n=644) that shows familiarity with the application. LÄS MER

  2. 22. How can gamification increase the effectiveness of customer retention? : A case study of ICA’s loyalty application

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Viktor Carlsson; Felix Olofsson; [2023]
    Nyckelord :Engagement; Gamification; Loyalty; Retention; Octalysis;

    Sammanfattning : This research investigated how the effectiveness of gamification can increase customer retention. Obtaining and maintaining customer retention is a critical challenge for all customer-dependent markets within any industry. LÄS MER

  3. 23. APPLYING GAMIFICATION ELEMENTS TO AN ONLINE CASINO PLATFORM

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

    Författare :Pavlos Karageorgiadis; [2022]
    Nyckelord :Gamification; iGaming; online casino; Social Network; Octalysis Framework; Gamification; iGaming; online kasinon; Sociala Nätverk; Octalysis Framework;

    Sammanfattning : Gamification is one of the most effective ways of creating and keeping high engagement among people. It is a deep exploration into what makes a game fun and how to apply those fun and engaging elements in real-life productive activities. LÄS MER

  4. 24. Innovating the learning process in higher education throughthe integration of theory and practice in partnership with Industry and Students

    Magister-uppsats, KTH/Skolan för industriell teknik och management (ITM)

    Författare :Daniel Anderson Mlabwa; Farhang Hajipour; [2022]
    Nyckelord :VUCA; Work-Integrated Learning; Knowledge-Economy; Learning Innovation; Paradigm Shift; Higher Education; Employability; Experiential Learning; VUCA Prime.;

    Sammanfattning : The VUCA (which stands for volatility, uncertainty, complexity, and ambiguity) conditions have overshadowed the national and global higher education systems, and social and economic systems are increasingly becoming dependent on knowledge and innovations. There is a call for the global higher education systems to attain a new set of quality standards (Waller et al. LÄS MER

  5. 25. Spelifierade textsamtal : Skolbibliotekariers uppfattningar om spelifierade textsamtal och elevers delaktighet

    Kandidat-uppsats, Högskolan i Borås/Akademin för bibliotek, information, pedagogik och IT

    Författare :Ida Arlid Weyde; [2022]
    Nyckelord :textsamtal; gamification; spelifierad undervisning; gamifide booktalks; delaktighet; skolbibliotekarier; läs- och språkstimulerande aktiviteter; spelifierade textsamtal;

    Sammanfattning : During my studies and my work as a teacher and school librarian, I have come into contact with different reading and language stimulating activities. I wanted to study how school librarians work with gamified booktalks and how they perceive students' participation. LÄS MER