Sökning: "gamified system"

Visar resultat 1 - 5 av 35 uppsatser innehållade orden gamified system.

  1. 1. DIFFERENTIAL OUTCOME TRAINING AND HUMANOID ROBOT FEEDBACK ON A VISUOSPATIAL GAMIFIED TASK: An experimental study investigating learning, affective social engagement cues and cognitive learning strategies

    Kandidat-uppsats, Institutionen för tillämpad informationsteknologi

    Författare :Alva Markelius; Sofia Sjöberg; [2023-02-01]
    Nyckelord :Human-robot interaction; gamified memory task; dementia; differential outcome theory; Furhat; engagement; digitalised treatments; robot assistance;

    Sammanfattning : By combining Differential Outcome Training (DOT), the usage of unique stimulus-response pairings, and feedback from a humanoid simulated robot (SDK) this study aims to improve learning performance of subjects on a visuospatial gamified memory task. This is achieved by using the SDK as an interface for an algorithm that provides audiovisual, reinforcing feedback promoting engangement in a new dyadic setup for a gamified task. LÄS MER

  2. 2. Interrupting prolonged sitting behavior with gamification: Mobile adaptation of the break reminder desktop app Liopep

    Kandidat-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Angelica Caridad Hernandez Cerutti; [2023]
    Nyckelord :;

    Sammanfattning : The present work aims at guiding the design transition of the break reminder desktop application Liopep to a mobile platform. The goal is to improve and adapt the gamified intervention to address sedentary behavior at an organizational level. LÄS MER

  3. 3. Persuasive Language Learning - Qualitative research on user engagement in the persuasive system design of Duolingo

    Kandidat-uppsats, Jönköping University/Tekniska Högskolan

    Författare :Sofie Kastelli; Napsugár Takács; [2023]
    Nyckelord :Persuasion; Gamification; User-engagement; Duolingo; MALL; mobile-learning; mobile-language-learning; gamified interaction design;

    Sammanfattning : Duolingo is a popular mobile language-learning application that has been around the market since 2012 and has been researched in its language-learning abilities. It is crucial for mobile language learning applications to keep their users interested, nevertheless, as users easily lose interest in continuing their language study. LÄS MER

  4. 4. Spelifierade plattformar i undervisning : En kvalitativ studie av högstadielärares behov och önskemål

    Kandidat-uppsats, Mittuniversitetet/Institutionen för kommunikation, kvalitetsteknik och informationssystem (2023-)

    Författare :Casper Berneklint; [2023]
    Nyckelord :Gamification; Digital platforms; Secondary school teachers; TAM3; Qualitative; Spelifiering; Digitala plattformar; Högstadielärare; TAM3; Kvalitativ;

    Sammanfattning : Gamification is about using game elements in non-game contexts.This study examines what teachers want from gamified learningplatforms in order for it to work in their teaching. The aim is tocreate knowledge about teachers' needs for these platforms sothat system developers can design these systems based on theteachers' needs. LÄS MER

  5. 5. The Development of a Gamified System for Fall Prevention : with a usability perspective

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Clara Gallon; Rebecca Södereng; [2023]
    Nyckelord :Software Engineering; Human Computer Interaction; Usability; Fall Prevention; Gamification;

    Sammanfattning : Fall injuries are affecting many individuals' physical and psychological well-being, especially among older adults. Moreover, fall accidents are found to be the most common type of work-related accident in various industries. Thus, there is a need for fall prevention exercises supported by a gamified system to ensure user engagement and motivation. LÄS MER