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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Gamification och online mathandel : ett förslag för att handla mer frukt och grönt. / Gamification and online grocery shopping : a proposal to buy more fruit and vegetables.

Nasufovski, Harun January 2019 (has links)
Online mathandel är en ständigt växande tjänst i Sverige eftersom fler människor börjar handla sin mat på nätet. Trots det äter svenskarna inte nyttigt då över 51% av befolkningen är överviktiga eller lider av fetma vilket kan leda till allvarliga sjukdomar. Inkluderingen av frukt och grönsaker i den dagliga kosten har visat sig vara det optimala sättet att motverka övervikt och sjukdomar. Sedan år 2010 har termen gamification bildats och inneburit att spelelement har använts inom olika sammanhang utanför spel. Studier har visat att implementeringen av gamification och spelelement som exempelvis poäng, badgesoch leaderboards inom olika tjänster har haft positiva inverkan inom lärande, undervisning och framförallt motivation. Syftet med studien var att undersöka hur gamification kunde motivera människor att handla mer frukt och grönsaker via en online mathandelssida. Studien genomfördes med en high-fidelity prototyp innehållande spelelementen badges, leaderboards, avatarer, poäng, förloppsindikatorer och feedback och testades på sex deltagare som tidigare hade handlat mat på nätet. De kvalitativa metoderna observation och intervju användes för att generera resultatet. Undersökningen resulterade i att deltagarna upplevde ökad motivation för att handla mer frukt och grönsaker och visade att gamification även kunde implementeras inom mathandel på nätet. / Online grocery shopping is an ever-growing service in Sweden, as more people are starting to purchase their food online. Despite this, the Swedes do not eat well since over 51% of the population is overweight or obese, which can lead to serious diseases. The inclusion of fruits and vegetables in the daily diet has proven to be the optimal way to counteract obesity and diseases. Since year 2010, the term gamification has been formed and has meant that game elements have been used in different contexts outside of games. Studies have shown that the implementation of gamification and game elements such as points, badges and leaderboards in various services has had a positive impact on learning, teaching and, above all, motivation. The purpose of the study was to investigate how gamification could motivate people to purchase more fruit and vegetables via an online grocery shopping site. The study was conducted with a high-fidelity prototype containing the game elements badges, leaderboards, avatars, points, levels and feedback and was tested on six participants who had previously purchased food online. The qualitative methods of observation and interview were used to generate the result. The study resulted in the participants experiencing increased motivation to purchase more fruit and vegetables and showed that gamification could also be implemented in online grocery shopping services.
22

Makrofossilanalys som ekologiskt verktyg : En metodutvärdering

Pettersson, Siri January 2017 (has links)
Approximately 50 percent of all endangered species in Scandinavia are associated with old agricultural landscapes. During the agricultural industrialization of the past century the traditional practices and methods that created these environments have been phased out. This has brought on a serious decline and fragmentation of biomes that many endangered species depend on. Knowledge of traditional agricultural landscapes and their species dynamics is needed to make well informed decisions regarding their care and restoration. One way to acquire such knowledge is to study fossil plant remnants from old agricultural contexts. In this study sub-fossil Cyperaceae achenes were analyzed in an attempt to identify them. The achenes had been preserved in three Iron Age wells (80-980 AD) at the Gilltuna settlement in central Sweden and were found during an archeological investigation in 2010. The purpose of this study was to identify the achenes to species level, make conclusions about the ecology of the surrounding landscape, and construct simple species identification key as well as evaluate archaeobotany as an ecological tool. The identification attempt resulted in 14 determined species, which were in consistency with previous landscape analyses made using ecological species distribution. The resulting identification key is a suggestion, to be expanded in the future. This method can undoubtedly provide further knowledge of prehistoric and historical biomes, but in order to draw useful conclusions the identification technique further as well as knowledge of present regional ecology must be developed, especially concerning different Cyperaceae species‟ response to different kinds of stress.

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