Sökning: "gamification elements"

Visar resultat 1 - 5 av 193 uppsatser innehållade orden gamification elements.

  1. 1. Gamification for technology-enhanced mineral value chain teaching and learning: serious gaming for geometallurgy concept

    Master-uppsats, Luleå tekniska universitet/Institutionen för samhällsbyggnad och naturresurser

    Författare :Lilian Schleret; [2024]
    Nyckelord :Gamification; Malmberget; Geometallurgy; Synthetic model;

    Sammanfattning : The concept of gamification is being increasingly explored and applied to offer new teaching or training tools to teachers, students or employees. The field of geology and geometallurgy wasn’t particularly discussed in the topic of gamification. LÄS MER

  2. 2. Gamification of Work Tasks: Effects of Mixed and Individual Game Design Elements on Motivation and Performance

    Master-uppsats, Lunds universitet/Institutionen för psykologi

    Författare :Marcel Borgsen; [2023]
    Nyckelord :Gamification; Game Design Elements; Motivation; Self-Determination; Performance; Social Sciences;

    Sammanfattning : Gamification uses elements of game-designing on mundane tasks to enhance motivation and performance. This study aimed to investigate the effects of gamification on performance, intrinsic motivation and amotivation while doing work tasks. LÄS MER

  3. 3. Ready, set, regenerate! : A design study about affecting driver behaviours through gamification elements.

    Kandidat-uppsats, Högskolan i Halmstad/Akademin för informationsteknologi

    Författare :Albin Qvist; Philip Johansson Subiabre; [2023]
    Nyckelord :Gamification; In-Vehicle Information Systems; IVIS; Regenerative braking; Simulator;

    Sammanfattning : The automotive industry plays a significant role in global CO2 emissions. A transition towards electric vehicles is part of the solution to lower CO2 emissions. LÄS MER

  4. 4. Online Game-Based Learning Platforms and Vocabulary Acquisition for ESL Learners in Upper Secondary School

    Uppsats för yrkesexamina på avancerad nivå, Malmö universitet/Institutionen för kultur, språk och medier (KSM)

    Författare :Asia Hussein Ali; Aleksander Rudenko; [2023]
    Nyckelord :Online-game based learning platforms; gamification; vocabulary acquisition; student competition and engagement; cooperation and scaffolding.;

    Sammanfattning : Since the Covid19 pandemic there has been a rise in the use of digital platforms such as online-game based learning platforms (OGBLPs) to diversify the learning experiences of students. This paper investigates the implementation, challenges, and benefits of online game-based learning platforms for English learning of students with English as a second language (ESL) in Sweden’s upper secondary schools. LÄS MER

  5. 5. Design för motivation och engagemang i enterprise social media : Användning av inre motivation för utformandet av gamification och persuasive design

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för informatik (IK)

    Författare :Emma Thölin; Pegah Esnaashari Esfahani; [2023]
    Nyckelord :Intrinsic motivation; engagement; enterprise social media; gamification; persuasive design; Inre motivation; engagemang; enterprise social media; gamification; persuasive design;

    Sammanfattning : På grund av Covid-19 pandemin har sättet vi arbetar på förändrats och allt fler människor arbetar idag på distans. Detta har medfört att medarbetare kan känna sig ensamma utan en tillhörighet till den arbetsplats de jobbar på, vilket kan ha negativa effekter på deras engagemang och prestationer. LÄS MER