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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.
81

Esportsinriktningens lärandeprocesser : Lärandet inom en gymnasieskolas nya esportsinriktning / The Learning Processes of the Esports Course : Learning within a Swedish upper secondary school's new esports course

Eriksson, Jakob January 2018 (has links)
Det problemområde som uppsatsen belyste var hur lärandet upplevs av eleverna inom de nya svenska esportsinriktningarna på gymnasienivå. Det fanns ingen lärarutbildning för att bli coach vid dessa inriktningar och det saknades teoretisk förankring. Därför blev uppsatsens syfte att undersöka elevernas lärande samt att finna vilka former av lärande som eleverna upplever är effektiva. Frågeställningarna var således ”vilka är de primära lärandeprocesser som elever lär sig igenom?” och ”vilka processer finner eleverna effektiva?”. För att besvara detta användes en kvalitativ ansats där halvstrukturerade intervjuer stod i fokus. 10 elever intervjuades från samma gymnasium och resultatet visade på att de grundläggande och centrala lärandeprocesserna är gruppdiskussion, praktiskt lärande och undervisning anpassad till elevernas undran. Sedan ansågs praktiska former av lärande vara både roligast och bäst enligt eleverna, följt av gruppdiskussion som också ansågs effektivt. Vidare så kopplade studien resultaten till lärandeteorier, där pragmatismens inslag var de mest centrala och i andra hand de sociokulturella inslagen. Pragmatismen upplevdes vara betydligt mer omtyckt av eleverna samtidigt som den upplevdes mest effektiv. Genom detta hade studien 3 rekommendationer. Den första var att behålla de pragmatiska inslagen och möjligtvis utöka dem. Den andra är att minska kognitivismens inslag och ge utrymme för andra inslag. Den tredje är att ge sociokulturella inslag större utrymme i undervisningen, exempelvis utmaningar. Slutligen uppmanade studien till vidare forskning där man ska undersöka lärandet i en social miljö, samt hur eleverna presterar i jämförelse med vanlig idrott och hälsa. Det uppmanades även att framtida forskning bör ske i koppling till idrottspedagogik, då esport anses ha potential att utgöra en gren inom forskningsfältet.
82

Modes and Mechanisms of Game-like Interventions in Intelligent Tutoring Systems

Rai, Dovan 28 April 2016 (has links)
While games can be an innovative and a highly promising approach to education, creating effective educational games is a challenge. It requires effectively integrating educational content with game attributes and aligning cognitive and affective outcomes, which can be in conflict with each other. Intelligent Tutoring Systems (ITS), on the other hand, have proven to be effective learning environments that are conducive to strong learning outcomes. Direct comparisons between tutoring systems and educational games have found digital tutors to be more effective at producing learning gains. However, tutoring systems have had difficulties in maintaining students€™ interest and engagement for long periods of time, which limits their ability to generate learning in the long-term. Given the complementary benefits of games and digital tutors, there has been considerable effort to combine these two fields. This dissertation undertakes and analyzes three different ways of integrating Intelligent Tutoring Systems and digital games. We created three game-like systems with cognition, metacognition and affect as their primary target and mode of intervention. Monkey's Revenge is a game-like math tutor that offers cognitive tutoring in a game-like environment. The Learning Dashboard is a game-like metacognitive support tool for students using Mathspring, an ITS. Mosaic comprises a series of mini-math games that pop-up within Mathspring to enhance students' affect. The methodology consisted of multiple randomized controlled studies ran to evaluate each of these three interventions, attempting to understand their effect on students€™ performance, affect and perception of the intervention and the system that embeds it. Further, we used causal modeling to further explore mechanisms of action, the inter-relationships between student€™s incoming characteristics and predispositions, their mechanisms of interaction with the tutor, and the ultimate learning outcomes and perceptions of the learning experience.
83

A utilização de gamification em um sistema de informação: estudo de caso na Natura Cosméticos S.A. / The use of gamification on an information system: natura cosméticos s.a. case study

Galegale, Gustavo Perri 29 October 2014 (has links)
O presente trabalho teve como objetivo geral responder a seguinte pergunta de pesquisa: A utilização de gamification em um sistema de informação corporativo aumenta a sua utilização pelos usuário? Seus objetivos específicos contemplam a realização de um estudo bibliométrico para maior entendimento do assunto, identificar quais técnicas de gamification estão disponíveis e qual o seu resultado esperado e verificar se existem diferenças entre a efetividade da utilização de gamification entre funcionários da geração Y e demais gerações. Desta forma, o estudo se aprofundou na realização de um estudo de caso junto a empresa Natura Cosméticos S.A., uma grande indúsitria brasileira de cosméticos, onde a gamification foi aplica a um sistema de informação de apoio a decisão, utilizado pela Diretoria de Operações Comerciais. Ao analisar os resultados obtidos, foi possível verificar que a utilização de gamification é um fator que colabora positivamente com o aumento da utilização dos sistemas de informação pelos funcionários da empresa e que existe um resultado superior desta utilização junto aos funcionários da geração Y. / The present work has as its main goal responding to the following research question: Does the utilization of gamification increase the use of corporate information systems by the companies employees? Its speficic goals incluce the execution of a bibliometric study to increase the comprehension of the theme, identify the currently avaliable gamimfication techniques and its expected result and verify if there are any differences on gamification effectiviness between generation y employees and other genereations. To accomplish this a case study was carried out with Natura Cosmeticos S.A., a large brazilian cosmetic comapny, where gamification has been applied in a decision support information system, used by the Comercial Operations Area. Analising the results, it was possible to verify that the use of gamification is a factor that colaborates with the increase use of the corporate information systems by the employees and the Y generation employees have a superior result on using this gamified systems.
84

GAMIFICATION: A MONITORING SYSTEM FOR DIALYSIS PATIENTS

Unknown Date (has links)
Dialysis patients are operated to have AV Fistula which is a joint junction of an artery and vein in the arm, operated to increase the blood flow through the dialyzer machine. AV- fistula is a type of vascular access which is a path into the body to connect/disconnect devices, but in this case, it is mainly Dialyzer. To reduce the failure rate during maturation period of AV Fistula, doctors recommend squeezing ball exercise as a necessary precaution for AV Fistula failure. Doing Squeezable interaction for about 3-4 times a day is recommended based on patient’s health condition. Hence, the proposed architecture adopts this squeezable exercise by embedding with sensor and measuring the angle at which the sensor is bent. The framework also proposes a new care coordination system having the hardware layer which has key components such as raspberry Pi, sensor which help in recording the pressure values when user presses the ball and software layer which solely focuses on data sync among the applications used by the user. It has been recorded that 53 % of patients having AV-Fistula fail because of negligence and lack of care. The maturation period is so critical and important which made us to build a gamification platform to monitor the exercise and track the activity through android application to keep users motivated and disciplined. In further chapters of the study will focus on different clinical like procedure around AV-Fistula and technical information such as different technologies used and implemented in the proposed system along with sensor circuit. This project goal is to present a way of monitoring patients and to keep track of the compliance whether the patient is active doing exercise daily. This way we are trying to present a care monitoring system for patients to help prevent AV Fistula failure. / Includes bibliography. / Thesis (M.S.)--Florida Atlantic University, 2019. / FAU Electronic Theses and Dissertations Collection
85

Diseño de información y motivación hacia el material formativo de la Asociación Scouts del Perú / Design of information and motivation towards the formative material of the Scouts Association of Peru

Flores Cruz, Kamila Alexandra 02 July 2019 (has links)
El escultismo es una de las asociaciones juveniles más grandes y reconocidas del mundo. Su propuesta formativa, conocida como Método Scout, trabaja con niños y jóvenes a nivel personal y grupal con el objetivo de formar mejores ciudadanos. Sin embargo, tiene un déficit para presentar su material formativo, ocasionando falta de motivación entre scouts para iniciar su progresión. Por ello, el principal objetivo del presente trabajo es rediseñar el material formativo de la Asociación Scouts del Perú haciendo uso de las herramientas que brinda el diseño de información. Se espera que aplicando el diseño de información como herramienta se pueda transformar el material formativo de la Asociación Scouts del Perú brindando una alternativa que genere mayor motivación en los lobatos. La metodología utilizada es investigación experimental, ya que incluye una variable experimental, en un entorno fijo. El nivel de investigación es experimental y el enfoque que se ha elegido es mixto ya que se utilizara tanto el método cuantitativo como el cualitativo. La solución presentada es un juego para móviles en el cual los lobatos responden preguntas para ir avanzando a través de un circuito, tiene la opción de juego en equipo donde las seisenas y manadas compiten entre sí. La propuesta responde a las dificultadas encontradas en el material actual sin desligarse de las bases del escultismo. En conclusión, luego del testeo, el 100% de lobatos respondieron positivamente a la propuesta, demostrando interés hacia el material y motivación por iniciar su progresión, validando así la hipótesis presentada. / Scouting is one of the largest and most recognized youth associations in the world. Its formative proposal, known as the Scout Method, works with children and young people on a personal and group level with the aim of forming better citizens. However, they have a deficit to present their formative material, causing lack of motivation among scouts to start their progression. Therefore, the main objective of this work is to redesign the training material of the Scouts of Peru Association using the tools provided by the design of information. It is expected that applying the information design as a tool can transform the training material of the Scouts of Peru Association providing an alternative that generates more motivation in scouts. The methodology used is experimental research, since it includes an experimental variable, in a fixed environment. The level of research is experimental one and the approach that has been chosen is mixed one since both the quantitative and the qualitative method will be used. The presented solution is a game for mobiles in which the scouts answer questions to go through a circuit, has the option of team play where they compete in teams. The proposal responds to the difficulties found in the current material without breaking away from the foundations of Scouting. In conclusion, after testing, 100% of scouts responded positively to the proposal, demonstrating interest in the material and motivation to start their progression, thus validating the hypothesis presented. / Trabajo de investigación
86

The use of Gamification in Marketing

Hiot, Clarisse, Baguette, Florian January 2013 (has links)
No description available.
87

Integrering av gamification i reklam : utmaningar, möjligheter och problem

Ekvall, Magnus, Vukovic, Vincent January 2012 (has links)
In this study, we have explored a new area called ’gamification’ – a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts – such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games. In this study we have looked at how gamification can be integrated into advertising and what challenges/opportunities may arise when one does so. Since there is no previous research regarding this area, we have used qualitative interviews to explore the field. By comparing the answers of gamification experts and those who’ve worked or work with advertising or closely related areas of interest, we have identified a few challenges and opportunities. One of the main challenges for advertising, the last two decades, has generally been the shifting from mass media consumption such as television, print and radio to fragmented media consumption; with the advent of the Internet and cellular telephones. The questions has constantly been: ”How can we (companies) stay relevant and catch consumers attention even though them being more informed and skeptic then ever before?” Here we have found that gamification may be a relevant and interesting tool in capturing the attention of consumers while delivering an advertising message, due to the basic idea that gamification is about making activities fun and engaging – working directly with the consumers behavior.  As such, advertising creators are in need of looking at behavioral-related effects when setting communication goals for their campaigns. At the downside, we have found indications that gamification will be primarily used in parts for specific advertising campaigns, meaning advertisement creators will be using certain elements rather then using the whole palette of gamification as a strategic resource. This may be due to the fact that the area of gamification is still immature, and that the definition of the word isn’t even universally accepted or known by those who show interest in it. The future of gamification, and especially integration of it into advertising shows much potential and we are hoping to add, with our study, to the growing body of knowledge.
88

Transferring Knowledge from a Crowd to a Retail Company - A case study of Roamler Sweden

Gisterå, Sophie, Carlander, Minea January 2015 (has links)
Background: Organizational spending on marketing needs to be justified and therefore measured. New technology has enabled new ways of conducting market research. Research question: How can knowledge be transferred from a crowd of consumers to a company operating in the retail industry? Purpose: To explore the process of knowledge transfer in a new type of market research company by creating an understanding of (1) how to gather knowledge through engaging and motivating a crowd to share information, (2) how to analyze and transfer it to the clients, and in the end (3) how the clients receive the information and are able to create knowledge internally. Methodology: Qualitative single case study through semi-structured interviews with the case company and two of their clients. This was combined with secondary data and observations. Conclusions: Motivated users are important when gathering knowledge through crowdsourcing. Focusing on gathering and transferring explicit knowledge makes it more actionable and therefore more valuable when it comes to market insights. Externalization was found to only be partly possible in the case company, which strengthens established theories published after Nonaka and Takeuchi (1995). Absorptive capacity and relationships had influence on the knowledge transfer and how the results were acted upon in the client organizations.
89

The Atlanta Phoenix Project: Applications of Gamification for Online Civic Engagement

Bryant, Robert 09 May 2015 (has links)
The MARTA collection, held by Georgia State University, is a large collection of archaeological materials excavated in the late 1970s that documents the heritage of Atlanta. The current Phoenix Project is building on those original efforts and represents an ideal opportunity to explore praxis through civic engagement by making the collection easily accessible and interactive to the public through online community archaeology outreach. Key to this civic engagement is the digitization of artifacts and associated metadata as well as the use of the Heurist online data management system. In particular, I outline a three phase plan of implementing an online website that employs gamification methodologies integrated with existing social media formats to promote a diverse community of self-sustainable interaction with digital material that will benefit both Georgia State University and the community it serves. The main goal of the thesis is to provide a proof-of-concept web interface. I discuss why this is a critical first step to the broader civic engagement goals of the project, and I outline the next two phases of implementation.
90

Gamification and its effect on employee engagement and performance in a perceptual diagnosis task

Ong, Michael January 2013 (has links)
Gamification is an emerging phenomenon that has been advocated for its potential to improve organisational outcomes. The present study aimed to examine the effect of gamification in a perceptual diagnosis task. Forty participants completed a 22-minute visual search task. To investigate the role of game mechanics participants were divided into four conditions resulting from the factorial combination of the narrative mechanic (narrative and control condition) and the points mechanic (Points and no-points control condition). Attention effort, motivation, and work engagement were measured through performance metrics, functional near-infrared spectroscopy (fNIRS), and self-report questionnaires. The results revealed points significantly increased task performance while narrative significantly increased intrinsic motivation and prefrontal oxygenation. These findings may provide much needed contributions to the literature surrounding gamification. It was also revealed that fNIRS measures of frontal activation may be a reasonable objective indicator of initial cognitive effort. This presents significant real world applications for objectively measuring motivation.

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