Sökning: "gamification in learning"

Visar resultat 1 - 5 av 119 uppsatser innehållade orden gamification in learning.

  1. 1. Från kontroller till kunskap : En översikt av forskningen kring användningen av spelifiering inom historieundervisning

    Uppsats för yrkesexamina på grundnivå, Malmö universitet/Fakulteten för lärande och samhälle (LS)

    Författare :Iris Vollmer Jantsky; [2024]
    Nyckelord :education; game-based learning; gamification; gaming; historical gaming history education;

    Sammanfattning : Young people in Sweden today spend a significant amount of time in front of computers playing games, and gaming has gained a negative reputation both in the public domain as well as within the field of education. The aim of this overview is to see whether gamification, the use of video games or parts of video games, can be a valuable tool for educators to increase student motivation, engagement and knowledge of history. LÄS MER

  2. 2. 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

  3. 3. Los efectos del uso de Duolingo como andamiaje para el aprendizaje de vocabulario del ELE

    Uppsats för yrkesexamina på avancerad nivå, Göteborgs universitet / Lärarutbildningsnämnden

    Författare :Martin Morante; [2023-06-20]
    Nyckelord :ELE; Duolingo y ludificación; EFL; Duolingo and gamification;

    Sammanfattning : Duolingo is one of the most widely used gamification applications among people for learning vocabulary in Spanish as a foreign language (EFL) in Sweden. However, there is a scarcity of accredited research concerning the effects of gamification in EFL classrooms within the Swedish school context, with most studies focusing on university-level populations. LÄS MER

  4. 4. Rainbow Galaxy Adventure A gamified socio-emotional learning experience

    Master-uppsats, Göteborgs universitet/Institutionen för pedagogik och specialpedagogik

    Författare :Franchesca Toledo Spets; [2023-06-19]
    Nyckelord :socio-emotional learning; socio-emotional education; gamification; collaborative learning; primary education;

    Sammanfattning : Aim: The aim of the thesis is to describe and analyze how a gamified socio-emotional learning intervention influenced the perceptions of socio-emotional concepts and competencies for the participants. Framework: The research adopts a conceptual framework of collaborative learning. LÄS MER

  5. 5. To report or not to report: What happens when middle managers receive bad news about safety issues?

    Magister-uppsats, Lunds universitet/Avdelningen för Riskhantering och Samhällssäkerhet

    Författare :Søren Christian Rossé Segel; Dean Wihnan; [2023]
    Nyckelord :Middle Manager; reporting; psychological safety; organisational learning; trust; accountability; FLMU06; Social Sciences;

    Sammanfattning : Fascinated and often frustrated, it has often been that the flow of critical safety information is not as fluid and transparent as one would consider reasonable (Westhuizen & Stanz, 2017). This notional concept of ‘reporting’ has been researched and studied from many different industries and perspectives but has yet to answer, why individuals and groups lack the culture necessary to report what is wrong or not working related to safety. LÄS MER