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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.
41

Gamification on IPTV : Towards Gamification on IPTV for User Engagement

Valle Juarranz, Victor January 2014 (has links)
This thesis explores how to use gamification for an IPTV platform to increase user engagement. Gamification has been defined as the use of game elements in non-game contexts. This thesis describes the fundamental concepts about gamification and taps on the practical use of these concepts for media and TV consumption. Based on interviews and an online survey we developed and evaluated low-fi prototypes to study some key aspects of Gamification for IPTV solutions. 19 people, not real users, participated in the final evaluation of the last designed low-fi prototype providing qualitative results through an evaluation survey. The result of this case study is a set of game techniques that could be valid for a platform like Ericsson Multiscreen TV, which is the base platform in this thesis. None precedent studies have been found in the research community on the use of gamification on an IPTV platform.
42

Gamification as a tool to encourage eco-driving

Rapp, Carl January 2016 (has links)
Context: In this work a system, the eco service, is developed that incorporates elements from gamification to help drivers adapt to a more energy-efficient driving style. An energy-efficient driving style can help reduce fuel consumption, increase traffic safety and help reduce the emissions made from vehicles. Objectives: The main goal of this work is to explore ways of how gamification can be used in the context of eco-driving. Evaluating different elements and how they work in this context is important to help drivers to continue improving their driving style. Method: The eco service was tested on 16 participants where each participants was asked to drive a predetermined route. During the experiment the participants were given access to the eco service in order to gain feedback on their driving. Lastly interviews were held with each participant on questions regarding the use of gamification and how it can be improved in the context of eco-driving. The research was done in collaboration with a swedish company, Swedspot AB, that works with software solutions for connected vehicles. Results & Conclusions: Positive results were found on the use of gamification. Participants reported that the eco service made them more aware of their driving situation and how to improve. Game elements with positive influence were reward and competitive based and helped motivate the driver to improve.
43

La gamificación en el desarrollo de la alfabetización informacional desde la perspectiva de los estudiantes universitarios / The gamification in the development of information literacy from the perspective of university students

Flores-Bueno, Daniel, Limaymanta, Cesar H., Uribe-Tirado, Alejandro 01 May 2021 (has links)
En los últimos años, el uso de la gamificación en la educación superior se ha orientado a mejorar el nivel de compromiso de los estudiantes en el aprendizaje. El modelo de educación por competencias no es ajeno a esta pedagogía que hoy se apoya en la creatividad del docente y en la participación del estudiante. El objetivo de la presente investigación fue analizar cómo el uso de la gamificación incide en el incremento de dominio de la competencia informacional en estudiantes universitarios. El enfoque utilizado es mixto. En la fase cuantitativa con diseño cuasi experimental se utilizó el cuestionario ALFIN-Humass para medir la percepción del desarrollo de la competencia (pre y pos) y se demostró que hay diferencias significativas entre el pretest y postest del grupo experimental en la percepción del desarrollo de ALFIN (t = –4,63; p < 0,01). En la cualitativa, se llevó a cabo un grupo focal cuyos resultados confirmaron los hallazgos cuantitativos. La contribución de este trabajo radica en señalar la pertinencia de la gamificación como estrategia didáctica en el desarrollo de las competencias informacionales. / In recent years, gamification in higher education aimed to improve the level of student engagement in learning. The model of education by competencies is no stranger to this pedagogy, which today relies on teacher creativity and student participation. The objective of this research was to analyze how gamification affects the increase in the mastery of information skills in university students. The research approach used is mixed. In the quantitative phase with a quasi-experimental design, the ALFIN-Humass questionnaire was used to measure the perception of competence development (pre and post), showing that there are significant differences between the pretest and post-test of the experimental group in the perception of ALFIN development (t = -4.63; p <.01). In the qualitative one, a focus group was conducted whose results confirmed the quantitative findings. The contribution of this work lies in pointing out the relevance of gamification as a didactic strategy in the development of Information Literacy Competency.
44

Ett spelifierat lärande med koppling till samhällskunskap

Gullstrand, Emil, Wollmer, Dennis January 2019 (has links)
I denna studie har vi redogjort för vad spelifiering är och hur det går att applicera i en lärandemiljö för att motivera och engagera elever. Vi har tagit avstamp i en rapport från Skolinspektionen som visar på att elever i dagens skola lider av brist på stimulans och stöd. Därför har vårt syfte med denna studie varit att undersöka ifall detta lärandeperspektiv kan fungera som verktyg/metod för att öka elevers engagemang och stimulans samt ifall den kan innebära stöd för elevers lärande. Spelifiering innebär inte att elever ska spela spel under lektionerna utan att man tar olika element från spel och för in dem i en lärandemiljö. I studien ges en rad olika exempel på dynamiker och mekniker som används i spel samt vilken eller vilka funktioner dessa har och hur de kan påverka elevers motivation. Vi tydliggör även dessa olika mekaniker och dynamikers funktioner genom att ge exempel på olika spel och hur de används i dessa spel.Vi har valt att genomföra en kvalitativ litteraturstudie där vi jämför spelifiering med etablerad forskning kring inlärningspsykologi, hjärnforskning, motivations- och pedagogikteorier för att legitimera spelifiering ur ett teoretiskt perspektiv. Detta gör vi då spelifiering inte är en egen sammanhållen teori utan snarare är ett perspektiv som grundar sig i en mängd olika teorier och forskning.I resultatdelen ges exempel på hur de olika mekanikerna, dynamikerna och komponenterna kan aktivera motivation och engagemang samt vissa konkreta exempel på hur de kan användas i undervisning.Avslutningsvis diskuterar vi olika problem som vi har hittat i teorin samt drar en del slutsatser som vi anser vara viktiga att tänka på om man ska genomföra en spelifiering av sitt klassrum.I diskussionsdelen kommer vi även att koppla ihop spelifiering med ämnet samhällskunskap som är vårt huvudämne. Vi kommer att förklara varför spelifiering lämpar sig bra till ämnet samhällskunskap och ge ett konkret exempel från Amnesty International på hur man kan använda olika mekaniker, dynamiker och komponenter i ett ämnesområde. Amnesty International har ett antal olika simuleringsövningar som behandlar mänskliga rättigheter. Dessa övningar är tydliga exempel på spelifiering då de innehåller många av de olika element som finns inom spelifiering.
45

Using Daily Missions to Promote Incremental Progress on Programming Assignments

Goldman, Andrew Benjamin 27 June 2019 (has links)
Automatic assessment tools are increasingly utilized in undergraduate programming courses to evaluate software solutions, streamlining the grading process for both students and professors. In spite of their benefits of speed and convenience, such online systems for providing instant feedback have the tendency to draw attention to performance-based outcomes while failing to reliably recognize the effort and hard work a student puts into a solution. For the many struggling students who are new to programming, this type of objective feedback can be discouraging and may decrease their motivation to stay engaged towards success. To address this issue, this paper explores strategies for more effectively recognizing student progress on programming assignments and identifying small tasks for students to complete that will steer them in the right direction. Further, this paper will discuss a gamification approach for adding ``Daily Missions" to Web-CAT, the Web-based Center for Automated Testing. From an evaluation of results gathered from student experiences with this latest version of Web-CAT at Virginia Tech, this paper will highlight the valuable potential gamification has in boosting student engagement in computer science learning. / Master of Science / In college computer science courses today, many students submit their assignments and receive instant feedback through online websites. Although they streamline the grading process for both students and professors, these systems have the tendency to draw attention to performance-based outcomes while failing to reliably recognize the effort and hard work a student puts into a solution. For the many struggling students who are new to programming, this type of objective feedback can be discouraging and may decrease their motivation to stay engaged towards success. To address this issue, this paper explores strategies for more effectively recognizing student progress on programming assignments and identifying small tasks for students to complete that will steer them in the right direction. One strategy in particular is called gamification, which refers to giving game-like attributes to a non-game system. This paper will discuss a gamification approach for adding “Daily Missions” to WebCAT, the Web-based Center for Automated Testing. From an evaluation of results gathered from student experiences with this latest version of Web-CAT at Virginia Tech, this paper will highlight the valuable potential gamification has in boosting student engagement in computer science learning.
46

The negative effect of Gamification in E-learning in the eyes of University students

Phung, Quoc Dung January 2020 (has links)
Background         Across centuries, games are part of human life. In his article "Keeping up with ... Gamification," Kim (2015) indicated that the development of Information Technology has taken gaming to the reach of individuals around the world, thus expanding worldwide collaboration and interaction. Parallelly, With the removal of the obstructions of time and space, E-learning platforms have attracted millions of students. "Here we are now, entertain us," if we could pick one phrase that would portray modern learning procedure, this statement would suit best. Games have been available in education for quite a while (Sciforce, 2018). Turning to this strategy in E-learning would have been unavoidable. However, gamification is not equivalent to games intrinsically. It is alluded to as the "utilization of game components within non-game contexts" (Deterding, Dixon, Khaled, &amp; Nacke, 2011). Although previous studies illustrate the noticeable benefits of gamification in E-learning, the negative effects however remain largely implicit and overlooked. Purpose:              The purpose of this study is to explore the negative effect of Gamification in E-learning in the eyes of university students who are familiar with modern technology and terms in learning field and has decided to choose a course that is very focus and meet their need. The study thereby helps university students and the others to understand the comprehensive view about gamification in E-learning, especially in the negative side. Moreover, this paper would help the E-learning platforms for better Gamification-design. Method:              Following the purpose of this study, an exploratory qualitative research with an inductive approach was used. In particular, in-depth interviews with open-ended questions were utilized to have an insight into the interviewees' perception about Gamification in E-learning.   Conclusion:          The result of the study indicate that gamification could make student get bored (Attention), losing confident, stressful and feeling helplessness (Confident), annoying, uncomfortable and reluctant (Satisfaction), distracted and want to give up (Volition) In the theme of Engagement, gamification has the noticeable negative impact on Community Support factor, slightly impact on Peer Collaboration and Cognitive Problem solving, and almost no effect on Interact with Instructor and Learning Management factor. In detail, gamification could make learners feel useless, frustrate, confusing, and want to give up.
47

Gamification Principles Applied in an Undergraduate Lecture Environment

Trivedi, Vrinda 15 June 2020 (has links)
No description available.
48

Entwicklung einer Umweltsimulation in Unity mit Fokus auf den anthropogenen Klimawandel

Pötter, Sebastian 16 June 2023 (has links)
Im Rahmen dieser Masterarbeit soll eine open-source und frei verfügbare Simulation eines Ökosystems in Unity konzipiert, implementiert und evaluiert werden, welche skalierbar, erweiterbar und grafisch anpassbar ist. Hierfür wird ein theoretisches Konzept vorgestellt, welches danach in Unity implementiert wird. Dafür werden bewährte Dokumentationsformen wie UML-Diagramme benutzt, um eine Erweiterbarkeit möglichst einfach zu gestalten. Darüber hinaus wird eine Gamification der Simulation stattfinden, welche gleichzeitig quantitativ ausgewertet wird, um Hypothesen zur Leistung, der Benutzbarkeit sowie der Einschätzung der Visualisierung zu klären. Es wurde eine Problemanalyse sowie der aktuelle Forschungsstand und nötige Grundlagen erläutert. Darüber hinaus findet eine Zielgruppenanalyse statt, bei der vier Hauptgruppen vorgestellt werden, wobei lernende Personen einen besonderen Stellenwert haben. Anschließend wird der aktuelle Forschungsstand vorgestellt, zusammen mit den grundlegenden mathematischen Modellen zur Simulation selbst. Darüber hinaus werden biotische und abiotische Faktoren erklärt und wie diese modelliert sind. Die Umsetzung eines Prototyps findet in der Unity Engine statt und resultiert in einer Anwendung, welche von Personen aus der Zielgruppe „lernende Personen“ erprobt wird. Diese können nach der Anwendung dazu Fragen beantworten. So neigen zum Beispiel Personen aus dieser Zielgruppe eher dazu, dass die Anwendung unterhaltsam sein solle anstelle von lehrreich. Besitzen aber zugleich einen hohen Anspruch an gestellten Aufgaben und Visualisierung. Die simulierende Leistung liegt bei circa 10.000 Agents, welche Pflanzen oder Tiere sind, zusammen mit einem anpassbaren Klima- und dynamischen Zeitsystem zusammen mit Datenvisualisierung, wie zum Beispiel der Bodenfeuchte und dessen Veränderung über die Zeit.:Abkürzungsverzeichnis Glossar 1 Einleitung 2 Problematik und Definitionen 2.1 Problemanalyse 2.2 Zielgruppenanalyse 2.2.1 Industrie 2.2.2 Öffentliche Einrichtungen 2.2.3 Bildungsbereich 2.2.4 Hypothesen 2.2.5 Beschreibung aus Sicht von Benutzenden 2.3 Definitionen und Begriffe 2.3.1 Simulation 2.3.2 Biologische Ökosysteme 2.3.3 Simulation eines Ökosystems 2.3.4 Agent 2.3.5 Gamification 2.4 Aktueller Stand 2.5 Fokus der Simulation 2.6 Thematische Abgrenzung 2.6.1 Marine Ökosysteme 2.6.2 Teile der Flora 2.6.3 Teile der Fauna 2.6.4 Stoffkreislauf und Rolle des Destruenten 2.6.5 Chemische Wechselwirkungen 2.6.6 Verhaltensweisen von Agents im Vergleich zu Tieren 3 Modellierung der Simulation 3.1 Mathematische Grundlagen 3.1.1 Knoten, Kanten und Graphen 3.1.2 Raycast 3.1.3 Quaternionen 3.1.4 Hashset 3.1.5 Symmetric Dictionary 3.1.6 Zufall 3.1.7 Perlin Noise 3.1.8 Zeit 3.1.9 Sonnenwinkel 3.2 Grafik 3.3 Abbildung von biologischen Vorgängen 3.3.1 Reaktion auf Grundlage von Neuronen 3.3.2 Grundbedürfnis 3.3.3 Eigenschaften 3.3.4 Fortpflanzung und natürliche Mutation 3.3.5 Selektion 3.4 Zeit 3.5 Umwelt 3.5.1 Pflanzen 3.5.2 Boden 3.6 Eventsysteme 3.6.1 Zeitevents 3.6.2 Klima-Events 3.6.3 Benutzerevents 3.6.4 Taskevents 3.7 Gamification 4 Implementation in Unity 4.1 Unity Engine 4.1.1 Unity-Engine Vorstellung 4.1.2 Benutze Unity Funktionen 4.1.3 Unity Render-Pipeline 4.2 Abbildung des geplanten Systems 4.2.1 Klassenübersicht 4.2.2 Simulationsverwaltung 4.2.3 Zeitbehandlung 4.2.4 Klimasimulation 4.2.5 Player Controller 4.2.6 Aufgabenverwaltung 4.2.7 Agentcontroller 4.2.8 Laufzeitanalyse 4.3 Benutzeroberflächen und Design 4.3.1 Aufbau und Oberflächenkonzeption 4.3.2 Umsetzung der Oberfläche 5 Evaluation 5.1 Definitionen und Rahmenbedingungen 5.2 Definitionen der Fragen 5.3 Auswertung 5.3.1 Statistische Auswertung 5.3.2 Hypothesenuntersuchung 5.3.3 Freitextanalyse 6 Abschluss 6.1 Zusammenfassung 6.2 Auswertung 6.3 Ausblick Literaturverzeichnis Abbildungsverzeichnis Tabellenverzeichnis Anhang / In the context of this master thesis, an open source simulation of an ecosystem in Unity is to be designed, implemented and evaluated. This system has to be scalable, expandable and graphically adaptable for any potential use cases. For this purpose, a theoretical concept will be presented which will be implemented in Unity. Proven forms of documentation such as UML diagrams are used in order to make extensibility as simple as possible. Furthermore, a gamification of the simulation will take place, which will be evaluated quantitatively at the same time in order to clarify hypotheses on performance, usability and the assessment of the visualisation. A problem analysis as well as the current state of research and necessary basics were explained. In addition, a target group analysis is carried out, in which four main groups are presented, with special emphasis on learning people. The current state of research is then presented, together with the basic mathematical models for the simulation itself. Furthermore, biotic and abiotic factors are explained and how they are influenced by other factors. The implementation of a prototype takes place in the Unity Engine and results in an application that is tested by learning people. After the tasks of the application, they can answer questions about it and could give Feedback. For example, people from this target group tend to want the application to be entertaining instead of educational. At the same time, they have high expectations of the tasks and visualisation. The simulating performance is about 10.000 agents which are plants or animals, together with an adaptable climate and dynamic time system together with data visualisation such as soil moisture and its change over time.:Abkürzungsverzeichnis Glossar 1 Einleitung 2 Problematik und Definitionen 2.1 Problemanalyse 2.2 Zielgruppenanalyse 2.2.1 Industrie 2.2.2 Öffentliche Einrichtungen 2.2.3 Bildungsbereich 2.2.4 Hypothesen 2.2.5 Beschreibung aus Sicht von Benutzenden 2.3 Definitionen und Begriffe 2.3.1 Simulation 2.3.2 Biologische Ökosysteme 2.3.3 Simulation eines Ökosystems 2.3.4 Agent 2.3.5 Gamification 2.4 Aktueller Stand 2.5 Fokus der Simulation 2.6 Thematische Abgrenzung 2.6.1 Marine Ökosysteme 2.6.2 Teile der Flora 2.6.3 Teile der Fauna 2.6.4 Stoffkreislauf und Rolle des Destruenten 2.6.5 Chemische Wechselwirkungen 2.6.6 Verhaltensweisen von Agents im Vergleich zu Tieren 3 Modellierung der Simulation 3.1 Mathematische Grundlagen 3.1.1 Knoten, Kanten und Graphen 3.1.2 Raycast 3.1.3 Quaternionen 3.1.4 Hashset 3.1.5 Symmetric Dictionary 3.1.6 Zufall 3.1.7 Perlin Noise 3.1.8 Zeit 3.1.9 Sonnenwinkel 3.2 Grafik 3.3 Abbildung von biologischen Vorgängen 3.3.1 Reaktion auf Grundlage von Neuronen 3.3.2 Grundbedürfnis 3.3.3 Eigenschaften 3.3.4 Fortpflanzung und natürliche Mutation 3.3.5 Selektion 3.4 Zeit 3.5 Umwelt 3.5.1 Pflanzen 3.5.2 Boden 3.6 Eventsysteme 3.6.1 Zeitevents 3.6.2 Klima-Events 3.6.3 Benutzerevents 3.6.4 Taskevents 3.7 Gamification 4 Implementation in Unity 4.1 Unity Engine 4.1.1 Unity-Engine Vorstellung 4.1.2 Benutze Unity Funktionen 4.1.3 Unity Render-Pipeline 4.2 Abbildung des geplanten Systems 4.2.1 Klassenübersicht 4.2.2 Simulationsverwaltung 4.2.3 Zeitbehandlung 4.2.4 Klimasimulation 4.2.5 Player Controller 4.2.6 Aufgabenverwaltung 4.2.7 Agentcontroller 4.2.8 Laufzeitanalyse 4.3 Benutzeroberflächen und Design 4.3.1 Aufbau und Oberflächenkonzeption 4.3.2 Umsetzung der Oberfläche 5 Evaluation 5.1 Definitionen und Rahmenbedingungen 5.2 Definitionen der Fragen 5.3 Auswertung 5.3.1 Statistische Auswertung 5.3.2 Hypothesenuntersuchung 5.3.3 Freitextanalyse 6 Abschluss 6.1 Zusammenfassung 6.2 Auswertung 6.3 Ausblick Literaturverzeichnis Abbildungsverzeichnis Tabellenverzeichnis Anhang
49

The Effects of Gamification : Management perspective in retail / Effekterna av gamification : Ledningsperspektiv inom detaljhandeln

Axén Linderl, Jonathan, Wennerholm, Marcus January 2022 (has links)
This thesis describes connections between gamification theory, motivation theory, and economic performance, while also covering how managers can motivate employees. Having motivated employees has a lot of benefits, for example positive effects on the companies' financial results. Employee motivation can have an impact on economic performance in an organisation through productivity, effectiveness, and profitability. Gamification, that is the use of game design elements in non-game contexts, is used by different organisations and in different contexts. The purpose of the study is to create a better understanding of the impact gamification can have on the motivation of employees in Swedish retail stores and what effects it in turn has on the companies' financial results. The focus will be on how store managers experience it. The thesis is intended to contribute with increased information and knowledge about what gamification is, how gamification can be used and what effects gamification can have on employee motivation and for companies' financial results. The theoretical framework and the empirical findings show that gamification has a positive impact on the motivation of retail employees. The increase in motivation may have a positive affect on employee effectiveness and productivity. Furthermore, increased employee effectiveness may increase the profitability of an organisation.
50

The Perceived Gameful Experience of Undergraduate Nursing Students Engaged in a Virtual Interactive Puzzle Escape Room Focusing on a Complex Clinical Intervention

Coletto, Sylas 22 August 2023 (has links)
Background: With the increased emphasis on technology-based education, in-person educational escape room puzzles are gaining popularity in higher education. In response to challenges in delivering quality education within the virtual environment, the need to expand learning opportunities within the digital environment has never been greater. Methods: The purpose of this study is to investigate nursing students’ experience using gamification Virtual Interactive Puzzle Escape Room (VIPER), which incorporates tasks of medication calculations and safe blood transfusion procedures. Using a quasi-experimental explanatory post-test design, the sample consisted of (N=52) third-year nursing students enrolled in a medical-surgical nursing course from Ottawa, Ontario. The reliable and validated GAMEX tool was used to assess the gameful experience of the VIPER. A secondary question identified if age of participants influence their gameful experience scores. Results: Participants perceived VIPER improved knowledge, skills and judgement and can be an effective educational modality to apply skills of medication calculations and reinforce the nursing skills in complex clinical interventions. Conclusions: By incorporating creative and engaging game elements into nursing education, educators can enhance the learning experience of nursing students and prepare them to provide high-quality patient care.

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