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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.

Gamification and its effects on environmental knowledge and behavior

van Drumpt, Thomas January 2013 (has links)
The world is faced with many different environmental challenges. These challenges will need to be addressed with a variety of different tools. The way people behave has a significant impact on environmental contributions and as such influencing behavior towards better environmental decision making is something that should be addressed.  Gamification is the introduction of elements of play in situations which are normally not considered play. Gamification has been shown to change the way people interact with their environments. The environmental field is ripe for testing how gamification can be used to increase environmentally beneficial behavior. Two case studies were conducted at MIUN campus in Östersund. One study focused on creating a fun and interesting method to increase environmental learning.The other study attempted to change the way students recycled on campus.The learning study produced results which were slightly better for the gamifiedinformation in terms of knowledge acquisition compared to students who read apamphlet (66% for the game and 56% for the pamphlet). More importantly 98%students considered the game to be interesting and were more willing to participate in it.The recycling study showed that environmental behavior could be affected by a gamified environment. The test week showed a 41% increase in recycling over theprevious 2 weeks. A properly designed game environment has the potential to change the way people behave in a beneficial way for the environment. It is important that the gamemechanics match the stated goals or this could lead to failed implementation.

The Gamification Process : A framework on gamification

Wiklund, Emil, Wakerius, Victor January 2016 (has links)
In this thesis a gamification framework was built based upon the existing body of literature on gamification to more easily describe the processes in how a gamified experience is developed. We interviewed different international gamification companies that are currently working with gamification to test if the theoretically developed framework had practical relevance. The results from the empirical findings indicated that the framework had practical relevance and indeed represents the processes in how the companies work with gamification in real world scenarios. However, some of the companies do not utilize the different parts integrated in the framework the same way as they are described in the thesis.

Gamification in Education

Sandusky, Susan January 2015 (has links)
Gamification in education is an up and coming idea. This paper will look at what gamification is and the effects of gamification on student motivation, homework, and assessment. Intrinsic and extrinsic motivation is discussed and the effects gamification has on both types. Learners use intrinsic motivation when first completing a gamified lesson, however, some learners turned their motivation to extrinsic motivation after a period of time. The future of gamification in e-learning is also, although brief, discussed.

Game on : Att spela sig till nya höjder av motivation

Wadström, Anna, Lidman, Anna, Leidek, Kajsa January 2015 (has links)
“Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that. Five theoretical subjects are being used throughout the whole study. These are: human resource, motivation, rewards, gamification and game design. The fields have a lot in common but the most central part is motivation that is represented in all parts. The purpose of this study is to explain the impact of motivation on people and how game mechanics can increase the motivation further. A case study was done at the company Prové using semi structured interviews. To get more empirical data we used websites and blogs. The interviews helped to get a deeper insight in how people get motivated in their work environment. Data gathered from websites and blogs showed how gamification is being used in real life situations.   The result showed that motivation plays a big role in both businesses and among people, especially considering the motivation within a person. If using gamification as a tool to increase motivation it is really important to keep the following in mind; it has to be connection to personal goals, the reasons has to be grounded and everyone has to play by the same rules. / “Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, s. 24). Motivation är det som får människan att prestera och utföra en uppgift. Ett motivationsverktyg som under de senaste åren har kommit att bli allt mer populärt är gamification. Denna studie kretsar kring ämnet motivation och hur gamification kan användas som verktyg för detta. Studien följer fem teoriområden; human resource, motivation, belöning, gamification och speldesign. Områdena har mycket gemensamt, men den mest centrala delen är motivation som är återkommande i samtliga delar. Syftet med denna studie är att påvisa motivationens påverkan på människor samt finna hur spelmekanik kan öka motivationen ytterligare. Tillvägagångssätten har varit att göra en fallstudie på företaget Prové i form av semistrukturerade intervjuer samt datainsamling från hemsidor och bloggar. Intervjuerna genomfördes för att få en djupare insyn i hur människor motiveras i sin arbetsmiljö. Det data som samlades in från hemsidor och bloggar visade hur gamification används i olika situationer i praktiken. Resultatet av undersökningen visar att motivation har en stor roll i såväl verksamheter som hos den enskilda människan, i synnerhet den inre motivationen. Om gamification ska användas som ett verktyg för att öka motivationen är det väsentligt att följande has i åtanke; det ska vara kopplat till personliga mål, det ska vara grundat och alla ska delta efter samma regler.

Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar

Nilsson, Eleonore, Valino, Jillian January 2013 (has links)
Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system. With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder.

Är transportbeteende något att spela om? : -En studie om hur gamification kan stödja de transportpolitiska målen i Stockholmsregionen

Edfast, Nils January 2014 (has links)
The aim of this study is to examine the possibilities to use gamification to reach thepolitical goals for the transportation system in the Stockholm region. The study has aninterdisciplinary approach and is based around two main building blocks: gamificationand the transportation system in the Stockholm region. The first part examinesgamification. This includes contemporary use, debate, academic definition and aninvestigation of how gamified applications should be developed. One of the mainfindings is a suggestion that gamification should be seen as a process rather that a setof predefined game mechanics that can be applied to any activity. Also it is of mostimportance that a thoughtful analysis of how the developers and the user’s goals canbe integrated in, at least, one common goal is performed. The second part, whichexamines the Stockholm region transportation system, reaches from investigating thetravelers and their goals and thoughts, in the system to the goals for thetransportation system on a national and regional level. This two parts are combinedto build a base for further development of gamified applications for the Stockholmregion transportation system, which is the main finding of the study. This includescrucial factors for developing gamified applications for transportation, importantfactors on how and when to target the travelers, and also an analysis of what politicalgoals are suited for gamified solutions.

Crowdsourcing data collection through mobile gamification : leveraging the freemium model

2015 July 1900 (has links)
Classic ways of gathering data on human behavior, such as laboratory based user studies, can be time-consuming, costly and are subject to limited participant pools. Crowdsourcing offers a reduction in operating costs and access to a diverse and large participant pool, however issues arise concerning low worker pay and questions about data quality. Gamification provides a motivation to participate, but also requires the development of specialized, research-question specific games that can be costly to produce. We provide another alternative that combines gamification and crowdsourcing in a smartphone-based system that emulates the popular Freemium model of micro-transactions to motivate voluntary participation through in-game rewards, using a robust framework to study multiple unrelated research questions within the same system. We deployed our prototype framework on the Android market and gathered data over a period of 5 weeks. We compared this data to that gathered from a gamified laboratory version and a non-gamified laboratory version, and found that players who use the in-game rewards were motivated to do experimental tasks. The data showed that there was no difference between the groups for performance on a motor task; however, performance on a cognitive task was worse for the crowdsourced Android group. We discuss the possible reasons for this and provide options for improving data collection and performance on tasks.

Gamification and Literature : A Study of the Motivational Impact of Gamification as a Method of Teaching English Literature

Greijdanus, Wouter January 2015 (has links)
This paper analyses what the effects would be of using gamification as a method of teaching English literature in Swedish schools. The essay explores different theories of motivation as a theoretical framework for analyzing gamification and teaching literature. After an in depth analysis of gamification the essay links the method to the motivational theories and to teaching literature. An example is also provided of what it might look like if gamification was applied to teaching English literature. In the end, conclusions can be drawn about what the effects of gamification would be as a method of teaching. The essay will show that gamification can be a viable method of teaching promoting student motivation but cannot be claimed to necessarily be a superior method of teaching compared to other methods and even comes with certain risks.

Is Gamification Useful for Increasing Customer Feedback? : A case study based on people’s perception of gamified elements.

Envall, Nicklas January 2018 (has links)
No description available.

Eco-Gamification of the Swedish Recycling System : The Pantarevir Game

Hamberg, Lukas, Hilding, Pontus, Källbom, Anton January 2016 (has links)
This is a report which details an independent project for the Computer and Information Engineering Programme held at Uppsala University involving the design and development of a mobile application to promote recycling habits. The application is called Pantarevir and its purpose is to act as a competitive game in which users conquer territories within a city by recycling more than other users within the same area. The project explores the concept of gamification in which themes and concepts normally found in games are in-cooperated in a non-game context. The non-game context for this project is the act of recycling. The Pantarevir game transforms recycling into a competitive game, designed to form an environmental awareness and mindset in its players as well as being fun to play. / Denna rapport beskriver ett oberoende projekt för Civilingenjörsprogrammet inom Informationsteknologi på Uppsala Universitet. Rapporten handlar om designen och utvecklingen av en mobilapplikation för att uppmärksamma människors återvinningsvanor. Applikationen heter Pantarevir och dess syfte är att fungera som ett tävlingsinriktat spel där användare tävlar om att ta över områden inom sin stad. Detta sker genom att tävla om vem som pantar mest inom ett område. Projektet utforskar konceptet spelifiering där teman och koncept som normalt sett finnes i spel samverkar inom något som normalt sett inte förknippas med spel. I detta fall handlar det om att spelifiera återvinning. Spelet Pantarevir förvandlar återvinning till ett tävlingsinriktat spel, framtaget för att uppmärksamma påföljden av återvinning samt ha en positiv inverkan på spelarna. Detta tillsammans med att vara ett spel vilket spelare även finner underhållande.

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