Sökning: "gamification methods"
Visar resultat 1 - 5 av 78 uppsatser innehållade orden gamification methods.
1. Los efectos del uso de Duolingo como andamiaje para el aprendizaje de vocabulario del ELE
Uppsats för yrkesexamina på avancerad nivå, Göteborgs universitet / LärarutbildningsnämndenSammanfattning : 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
2. OpenCourse: Gamification in Computer Science Education
Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknikSammanfattning : Academic degrees in computer science suffer from the highest dropout rates among universities. As a result, there is a lack of technical professionals, which could threaten the digital infrastructure. LÄS MER
3. Gamification of Work Tasks: Effects of Mixed and Individual Game Design Elements on Motivation and Performance
Master-uppsats, Lunds universitet/Institutionen för psykologiSammanfattning : 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
4. Impact of gamification on employee motivation in situations of change in medium-size organisations in the United Kingdom.
Magister-uppsats, Stockholms universitet/Institutionen för data- och systemvetenskapSammanfattning : This thesis tries to provide a comparative study and complimentary data analysis into the effectiveness of game design patterns such as LEGO Serious Play, Leaderboards and Collective voting in terms of the impact that gamification has in change management framework. The study is looking at how gamification impacts employees from a motivational and engagement, in change management tasks, perspective. LÄS MER
5. Spelifiering som verktyg för programmeringsundervisning i gymnasiet
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : Gamification involves the use of game design features and methods in non-game situations to increase engagement and motivation, this is used within media technology and interaction design. Gamification has been used in a variety of fields, including marketing, productivity, healthcare, and education. LÄS MER