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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.

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 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.

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.

Player Vs Language: the Effect of Multiplayer in Gamified Language Learning Environments

Baylis, Craig 07 November 2016 (has links)
With the consistent popularity of and research regarding games and game play, the educational strategy now known as “gamification” has come more into focus. “Gamified” study tools have begun to populate the market but these tools are almost all designed for solo use. Many pre-existing language learning strategies, and indeed language itself, center around group interaction and are thus less compatible with single player study tools. A study was performed to isolate the variable of group play (multiplayer) in a game based language learning environment. Those participants who reported that they enjoyed the multiplayer game sessions more than the singleplayer session or thought them to be more effective at conveying new grammar displayed a distinct set of characteristics. Namely, these players were regularly more eager to seek out the opinion of others, offer their own opinion, and generally be outgoing. Those who reported the singleplayer sessions to be more enjoyable were regularly more focused on the game elements and less likely to participate in group discussions relating to the language exercises within the game. This suggests that while multiplayer, gamified tools can be effective, they require a certain type of learner or a great deal of intentional design to cater to those who do not naturally gravitate towards such learning styles.

LEAN-BASED ENTERPRISE GAMIFICATION : Realization of effective gamification in an enterprise context / GAMIFICATION CORPORATIVA BASEADA EM LEAN : Aplicação de Gamification eficiente num contexto empresarial

Freitas, Clayton January 2015 (has links)
This thesis uses two frameworks for effective gamification and makes a realization of part of them, with the aim of proposing a stage before gamification itself: the enterprise anticipation of gamification, which can be either of optimism or apathy. It can reveal to an enterprise willing to foster people’s motivation which gamification elements are more likely to succeed due to the uncertainties that the concept still carries. A survey was used as an instrument to measure people’s expectations towards game elements to increase the psychological satisfaction according to the Self Determination Theory, and shaped by an instrument to measure maturity in lean. The result of the survey in a company showed that there is an overall interest in gamification elements to increase autonomy and competence, but not relatedness, and also that even if people are aware of a gamification project their expectations are not significantly different from those who are not. Future studies should compare if the anticipation towards game elements are correspondent with the actual feelings when using a gamified solution.

Kan e-tjänster förenklas och bli mer motiverande med gamification och öppna data? : En kvalitativ studie / Is it possible to simplify e-services and become more motivating with gamification and open data? : A qualitative study

Cederberg, Petter January 2016 (has links)
Inför sommaren 2015 var 40 % av alla bygglovsansökningar som skickades in till Karlstads kommun antingen felaktiga eller ofullständiga och det leder till stora förseningar på tiden det tar från inskickad ansökan till att beslut fattas från kommunens handläggare. Denna kandidatuppsats syftar till att undersöka om det med hjälp av gamification och öppna data går att förenkla e-tjänster och på vilket sätt, med ansökan av byggnadslov som exempel på en kommunal e-tjänst på hos Karlstads kommun. Gamification innebär att applicera spelmekanismer eller spelupplevelser i icke spelrelaterade sammanhang för att öka motivationen och engagemanget hos användarna. Öppna data är när data som tidigare inte varit tillgänglig blir disponibel för allmänheten att använda, återanvända och distribuera utan andra förbehåll än källangivelse. Kandidatuppsatsen har genomförts i form av litteraturgenomgång som bas och kvalitativa intervjuer med personer som arbetar med gamification, öppna data eller kommunala e-tjänster. Slutsatserna av undersökningen visar att e-tjänster kan behöva bli mer självförklarande och enklare så att fler medborgare klarar av att använda e-tjänsten. Genom att applicera enklare spelmekanismer som passar till kontexten hos en e-tjänst och informationen som går att få ut genom öppna data är det möjligt att förenkla e-tjänster och göra de mer motiverande för slutanvändaren. Gamification kan göra e-tjänster enklare och mer motiverande med till exempel:  Ge användaren mer feedback  Sparfunktion så att användaren får möjlighet att spara sina framsteg  Förloppsindikator så att användaren kan följa hur långt i processen den kommit Öppna data kan göra e-tjänster enklare och mer motiverande med till exempel:  Geografisk data  Korslänkning av olika öppna data

Beyond Badges: Changing the Gamification Narrative

Phillips, B. Janae 05 1900 (has links)
Gamification is now a household word, but it remains at the top of the lists of emerging technology and expected trends for the future of instructional design. If this is true, how can we take gamification to a level beyond badges and points? This paper argues that narrative is a key element that has not yet been fully realized in gamification, reviewed through its prior successes in entertainment-education, game-based learning, project-based learning, and digital storytelling. It suggests that Alternate Reality Games may be the true future of gamification as we know it today.

Welche Gamification motiviert?

Mazarakis, Athanasios, Bräuer, Paula 28 March 2018 (has links) (PDF)
Gamification soll durch Spielelemente die Motivation in spielfremden Kontexten erhöhen, an Untersuchungen zur Wirkung einzelner Spielelemente mangelt es jedoch. Die vorliegende Studie leistet einen Beitrag dazu diese Lücke zu schließen. In einem Experiment mit 505 Teilnehmern konnte gezeigt werden, dass die Spielelemente Abzeichen, Feedback, Fortschrittsanzeige und Story einzeln und kombiniert angewendet zu signifikanten Motivationssteigerungen führen, sich aber im Motivationspotenzial unterscheiden.

Estrategias de gamificación en los restaurantes de comida rápida relacionado con el engagement del consumidor Centennial de Lima Metropolitana / Gamification strategies in fast food restaurants related to the engagement in Centennial consumers in Lima Metropolitana

Marengo Palacios, Juan Hernando, Ñato Huaman, Andrea Maritza 24 August 2020 (has links)
Esta investigación consiste en evaluar la relación de la variable gamificación con las variables de satisfacción y engagement; de tal manera que podamos determinar la significancia de estas. La investigación en cuestión se hizo a través de una encuesta virtual, de 4 semanas aproximadamente, a los jóvenes que participen activamente en las acciones de gamificación del sector de fast food. Luego de ello, pudimos desarrollar una regresión lineal simple en donde se pudo determinar la significancia de estas variables y la importancia de ellas en el mercado peruano. / This research consists of being able to evaluate the relationship of the gamification variable with the satisfaction and engagement variables; in such a way that we can determine the significance of those variables. This research was carried out through a virtual survey, of approximately 4 weeks, to young people who actively participate in the gamification actions of the fast food sector. After that, we were able to develop a simple linear regression where the significance of these variables and their importance in the Peruvian market could be determined. / Trabajo de investigación

Gamification- vad spelindustrin gör för omvärlden

Worge, Ludvig January 2023 (has links)
Syftet med uppsatsen är att undersöka hur TikTok arbetar med gamification isin design av sin mobila applikation. TikTok har haft en stor tillväxt under desenaste åtta åren och har toppat nedladdningslistorna globalt.Undersökningen vill ta reda på ifall användare utsätts för en omedveten faradå TikTok implementerar starka drivkrafter som ämnar för att motiveraanvändaren till högre och längre konsumtionstid. Undersökningen utgerresultat för hur TikTok lyfter ut lustfyllda element från spelindustrin ochapplicerar detta inom sin applikation. Där resultatet visar hur starka de olikamotivationskällorna är utifrånramverket Octalysis, ramverket innehåller åttastycken drivkrafter som innefattar de mest centrala delarna som motiveraranvändare i inom spel. Med hjälp utav teori områdena som HumanComputer Interaction, Gamification och Octalysis samt metodernainnehållsanalys och visuell research, undersöks TikTok för att se hur starkade åtta olika drivkrafterna är. Resultatet visar att TikTok implementerar storadelar utav gamification och därmed visar på stor användaning utavgamification. Sociala medier har idag blivit en stor bidragande faktor till ohälsa genomnegativ motivation och jämförelser mellan användare. ChallengeYou är enapplikation som erbjuder en hälsosam och stöttande träningsgemenskap somlöser de negativa aspekterna av sociala medier genom att främja samarbete,motivation och välbefinnande. Det hjälper användare att fokusera på sinaegna framsteg och njuta av den positiva inverkan av fysisk aktivitet utan denegativa jämförelserna och stressen som kan följa med sociala medier.ChallengeYou är en banbrytande träningsapplikation som tar din fysiskaaktivitet till nya höjder genom att erbjuda spännande utmaningar som du kangenomföra tillsammans med dina vänner. Med en användarvänlig ochinteraktiv plattform, är ChallengeYou det ultimata verktyget för att boostamotivationen och skapa en stark gemenskap kring träning.

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