Sökning: "gamification"

Visar resultat 1 - 5 av 395 uppsatser innehållade ordet gamification.

  1. 1. Adapting to Accelerated Digitalization of Learning Services - A Single Case Study of Global Service Training at Volvo Buses

    Master-uppsats, Göteborgs universitet/Graduate School

    Författare :David Ryfors; Vanja Lieback; [2021-07-08]
    Nyckelord :Explicit knowledge; tacit knowledge; knowledge transfer; knowledge sharing; knowledge transformation; information and communication technologies ICTs ; digital learning; digital tools; gamification; virtual reality VR ; augmented reality AR ;

    Sammanfattning : This thesis aims to research the accelerated digitalization of learning services in a globalcontext. The thesis further aims to research how a multinational company can leverage digitalsolutions to add value for their aftermarket. To fulfill this aim, the research is conducted incollaboration with the global bus manufacturing company Volvo Buses. LÄS MER

  2. 2. Gamifying Social Media for Users on Sustainability-A design science research for social media platforms

    Magister-uppsats, Lunds universitet/Institutionen för informatik

    Författare :Zizhou Qiu; Ye Zheng; Jinmeng Xu; [2021]
    Nyckelord :Sustainability; Social media; Gamification; Design Science; Business and Economics;

    Sammanfattning : At present, social media platforms pay more and more attention to convey sustainable concepts to users, and at the same time, gamification is a popular interaction approach to attract users, then the purpose of this research is to explore how to leverage gamification into social media to make users sustainable, and the target audiences are the enterprises of social media. The entire study is a design science research covering the questionnaire survey and interviews, this is devoted to formulating an artifact to solve the problem in this study. LÄS MER

  3. 3. How can physical activity be enhanced through digital rewards? : An experiment where number of steps is rewarded with social media screen time

    Kandidat-uppsats, Karlstads universitet/Handelshögskolan (from 2013)

    Författare :Marina Tallberg; [2021]
    Nyckelord :Digital rewards; Gamification; Incentives; Physical activity; Steps; Social media; Experiment; Surveys.;

    Sammanfattning : Today nearly 9 in 10 internet users use social media each month. Most people enjoy social media and have a beneficiary relationship with the different platforms giving them opportunities to stay connected with family and friends. LÄS MER

  4. 4. För- och nackdelar med Gamification inom utbildning

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

    Författare :William Stenmark; Sebastiano Bäcklund Lanternone; [2021]
    Nyckelord :Gamification; Motivation; Education; Gamification; Spelifiering; Motivation; Utbildning;

    Sammanfattning : Gamification handlar om att motivera människor till att genomföra uppgifter med hjälp av spelelement i en icke-spelkontext. Användningen av Gamification blir allt vanligare på arbetsplatsen, under träning och inom utbildningen. Forskningen som inriktar sig på Gamification inom utbildning ökar snabbt, men resultaten verkar variera. LÄS MER

  5. 5. Information Security Training and Serious Games

    Master-uppsats, Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Författare :Anastasios Agrianidis; [2021]
    Nyckelord :Information Security Awareness Training; Serious Games; Lockheed Martin Cyber Kill Chain;

    Sammanfattning : The digital transformation of the 21st century has led to a series of new possibilities and challenges, where one major concern of many major organizations and enterprises is promoting Information Security Awareness and Training (ISAT) for their employees. This aspect of Information Security (IS) can promote cybersecurity in the work environment against threats related to the human factor. LÄS MER