Sökning: "gamification"

Visar resultat 1 - 5 av 276 uppsatser innehållade ordet gamification.

  1. 1. The impact of gamification in unit testing

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Shafiq Saloum; Fredrik Rissanen; [2019-11-12]
    Nyckelord :Gamification; Unit testing; Path coverage; Motivation; Bugs;

    Sammanfattning : Unit testing is one of the most widely usedtools to find bugs in software projects. The task of writing unittest is by some considered to be a tedious task. When findinga task tedious there may be a lack in motivation which canreduce the quality of the tests resulting in less bugs found. LÄS MER

  2. 2. NÅ NÄSTA NIVÅ MED GAMIFICATION En studie kring tillämpning och potentiella nyttoeffekter av gamification

    Kandidat-uppsats, Institutionen för tillämpad informationsteknologi

    Författare :Maria Berjaoui; Marcus Palmqvist; [2019-08-07]
    Nyckelord :gamification; nyttoeffekter; spel; spelmekanismer; tillämpning;

    Sammanfattning : Games have long engaged and motivated players and the development of technologyhas made it possible to expand its use areas. Game mechanisms are no longer usedsolely in games but can be identified in areas such as in mobile applications, workplacesand educational contexts. LÄS MER

  3. 3. Bussresan som upplevelse : En fallstudie om digitala medier inom den lokala busstrafiken

    Kandidat-uppsats, Umeå universitet/Institutionen för informatik; Umeå universitet/Institutionen för informatik

    Författare :Viktor Parment; Jakob Segerström; [2019]
    Nyckelord :UX; Realtidsinformation; Gamification; Sociala medier; IoT; Kollektivtrafik;

    Sammanfattning : The purpose of this study is to examine which technical possibilities that exists within the local bus traffic and what impact it will have on travelers. To answer this purpose, we will examine the following question, how can digital experience promoted by IoT implementations make the buss journey a more interactive experience? The methods we used to find answers to the question was to do qualitative interviews and focus groups. LÄS MER

  4. 4. VIRTUAL AND REAL

    Master-uppsats, Lunds universitet/Industridesign

    Författare :Yifan Li; [2019]
    Nyckelord :Arts and Architecture; Technology and Engineering;

    Sammanfattning : According to the statistics from Programme for International Student Assessment (PISA) and Trends in International Mathematics and Science Study (TIMSS), a continuously declining trend is showed in Swedish kids' mathematical performance during recent years. In comparison with other OECD countries, the mathematical literacy of 15-year-old students in Sweden is almost below average. LÄS MER

  5. 5. Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design

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

    Författare :Emelie Bergström; Aleks Durowicz; [2019]
    Nyckelord :Interaction design; gamification; digital education; South African education; resource distribution;

    Sammanfattning :  This project is based on the desire to increase the understanding and knowledge of digital resource usage within the math education in South African townships. Digital education is considered to facilitate solutions for current shortcomings, yet knowledge and experience of the local circumstances are vital for successful implementation. LÄS MER