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Development of a Pick-Up-And-Play Gamification Geography Game for Learnability / Utveckling av ett pick-up-and-play gamification geografispel för lärbarhetPitarevic, Ermin January 2020 (has links)
Gamification, immersion and flow are well known within game design, and more frequently considered within the development of educational applications. The simplicity and comprehensibility of an educational game can result into improved learning and a more enjoyable experience, as the focus on the gameplay increases with less instructions and a more straightforward approach for playing and learning. The aim is to focus on the relevant areas in order to implement a pick-up-and-play gamification geography game for learnability, as well as understanding the considerations when developing an educational application of this kind. Moreover, the work mainly focuses on the implementation of relevant and central game design elements, including animations, correlated to the researched areas. Given the information and the implementation, evaluation and analyzation were performed using Think-Aloud protocol combined with two scripted tests. Additionally, two slightly modified questionnaires were used, the Game Experience Questionnaire and User Engagement Scale Short Form, as a completion for any uncertainties or missing information after the Think-Aloud protocol. The work has brought up the importance of understanding the correlation between the relevant areas and the game design elements, as well as discussed these in context of this work. Moreover, it describes the importance of the well-balanced usage of animations, which improves the dynamic and engaging experience, while also contributing to a clearer feedback. The Think-Aloud protocol have shown being very useful and effective for the evaluation and analyzation. However, the questionnaires were only useful to some extent, but overall ambiguous and confusing, mainly because of the short playtime by the participants, as well as the difficulties in interpreting the assumptions.
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The influence of explanations in recommender systems on user engagementRossel, Felix January 2020 (has links)
Recommender systems are without a doubt a staple of the modern internet. Services like Amazon, Netflix, YouTube and Spotify rely on them. What makes them so engaging that millions of users spent billions of hours on them every day? User engagement is widely accept as a core concept of user experience but we still don’t know what role the user interface plays into it. This thesis investigates the effect of explanations in recommender systems on the users engagement with a case study on BMW Financial Services Thailand’s recommender system. An experiment on Amazon Mechanical Turks with the User Engagement Scale and A/B testing with Google Analytics proved a significant influence of explanations on the users engagement.
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How does the UX Design of video conferencing software affect student engagement in online education?Zhang, Jing, Vamoș, Vlad January 2021 (has links)
Even before the spread of COVID-19 video conferencing software has seen a steady rise in use. Due to their convenient way of offering a way of seeing the other participants live while talking to them, it is quite easy to see why this kind of software became more and more used throughout the years. Now, during the pandemic, video conferencing software is more used than ever before, especially in learning environments. Nevertheless, studies show that student engagement is rather low with university students who take part in online learning. Throughout this paper, we venture into discovering the reasons behind this lack of engagement and how it can be improved from a User Experience Design standpoint. With findings resulted from several previous studies and identified student problems and needs from those papers we created a prototype to test which features and design elements affected student engagement.
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