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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.
141

Hur kan gamification tillämpas för att öka engagemanget på ett IT-konsultbolag? / How can gamification be applied to increase engagement at an IT consulting firm?

Gustafsson, Klara January 2022 (has links)
Denna studie undersöker hur gamification kan tillämpas på ett konsultbolag för att öka engagemang hos medarbetarna. Metoder från spelarcentrerad design och konceptutveckling användes för att undersöka om det fanns engagemang på IT-konsultbolaget som studien utfördes hos och vilken eller vilka drivkrafter för motivation som bör användas vid gamifieringen. En konceptutvecklingsprocess genomfördes vilket resulterade i en konceptidé som sedan utvärderas med medarbetarna vid IT-konsultbolaget. Studien visar att IT-konsultbolaget bör använda gamification för att medarbetarna ska kunna lära känna varandra och därmed öka gemenskapen. Vidare studier rekommenderas att undersöka hur man vid ett stort företag där många olika sorters människor, och därmed spelartyper, finns bör använda sig av gamification för att tilltala dem alla.
142

Exploring the Applicability of Gamification in Online Booking Negotiation: Design Process and Evaluation / Tillämpningen av Gamification i Online Bokning Förhandling: Designprocess och utvärdering

Pan, Leyang January 2018 (has links)
Negotiation is an essential part of the user journey in online booking experiences, while it is often perceived as non-engaging and stressful because of the great amount of details that need to be taken care of, which would result in frustration and other negative experience. Aiming to increase the user engagement in the booking negotiation process, this study explored the applicability of gamification in an online booking negotiation tool for booking artists, by following the MDA game design framework (mechanics, dynamics, aesthetics) and taking a three-round user-centred iteration. The resulting gamification design was built as hi-fi clickable prototype and was evaluated by 30 participants with both qualitative and quantitative methods, in comparison to a prototype of conventional negotiation tool with the same functionality but without gamified elements. Although limitation existed in the study due to the given resources, the results showed an overall advantageous performance of the gamified version over the conventional version, and therefore indicated a positive influence of gamification upon user engagement, when being applied to an online booking context. The findings from the design iteration as well as the results from the final evaluation provided implications for future studies. / Förhandlingar är en väsentlig del av användarresan i online bokningsupplevelser, medan det ofta uppfattas som oengagerande och stressigt på grund av den stora mängd detaljer som måste tas hand om, vilket leder till frustration och annan negativ upplevelse. Med syftet att öka användarengagemanget i bokningsförhandlingsprocessen undersökte denna studie tillämpningen av gamifieringen i ett online-bokningsförhandlingsverktyg för bokning av artister genom att följa MDA-spelkonstruktionsramen (mekanik, dynamik, estetik) och ta en treårig användarcentrerad iteration. Den resulterande gamifieringsdesignen byggdes som en hi-fi-klickbar prototyp och utvärderades av 30 deltagare med både kvalitativa och kvantitativa metoder i jämförelse med en prototyp av ett konventionellt förhandlingsverktyg med samma funktionalitet men utan gamend-element. Trots att det fanns begränsningar i studien på grund av de givna resurserna, visade resultaten en generellt fördelaktig prestanda av den gamifierade versionen över den konventionella versionen, och indikerade därför ett positivt inflytande av gamifieringen vid användarengagemang när den applicerades i en online-bokningskontext. Resultaten från designteerationen samt resultaten från den slutliga utvärderingen gav indikationer för framtida studier.
143

Improving an Application Using Gamification

Uthman, Diaco, Åkerman, William January 2020 (has links)
It is believed that roughly two out of three users stop using a new application within 90 days. This causes problems for developers, trying to produce a successful application with many users. A strategy that has proven to be beneficial is gamification. However, as a developer, it is difficult to know which functionalities to use. Therefore, this thesis looks at which functionalities can increase the likelihood that an application is successful. Knowledge about the subject was collected through a literature study. Nir Eyal’s theories about gamification in his book “Hooked” and related works about gamification was two ways of collecting this knowledge. Also, through performing a case study, where existing applications were observed, it was possible to observe applications with gamification in mind. Thereafter, an attempt was made to implement gamification functionalities into The Bronson Project’s application. Four functionalities were chosen based on the literature study and case study. They are points, own goals, progress bars and achievements. The implementation was evaluated with the conduction of a qualitative interview study, where 9 testers of the application were interviewed. The overall response from the interviews was positive. Interviewees were positive towards the implemented functionalities and believed that the decision to let users decide their own goals was positive. Finally, it was concluded that two functionalities seem to be important for a successful gamification in an application. A progress is important in the application, and a way to count the progress. The conclusions were drawn based on the interviews, along with our own opinions from the case study. / Uppskattningsvis lämnar två av tre användare en applikation inom 90 dagar. Det skapar problem för utvecklare, när de försöker skapa en lyckad applikation med många användare som stannar. En strategi som visat sig vara framgångsrik är spelifiering. Däremot är det svårt för utvecklare att veta vilka funktionaliteter som är bäst att använda. Därför tittar denna uppsats på vilka funktionaliteter som är viktiga för en lyckad implementation av spelifiering. Kunskap om ämnet samlades genom en litteraturstudie. Nir Eyals teorier om spelifiering i boken ”Hooked”, och relaterade arbeten var två sätt att samla kunskapen. Dessutom genomfördes en fallstudie, där existerande applikationer med spelifiering observerades. Därefter gjordes ett försök att implementera spelifieringsfunktionaliteter i The Bronson Projects applikation. Fyra funktionaliteter valdes ut baserat på litteraturstudien och fallstudien. Dessa var funktionalitet för poäng, framstegsfält, egna mål och prestationer. Implementationen evaluerades genom att intervjua 9 testare av applikationen. Den generella responsen från dessa intervjuer var positiv. En positiv respons som vi fick var att de intervjuade uppskattade funktionen att kunna bestämma sina egna mål. Avslutningsvis kan man säga att två funktionaliteter är viktiga för en lyckad spelifiering. Den ena är att användaren ska kunna utvecklas på något sätt. Och den andra är att man ska kunna se utveckling på något sätt.
144

Effects of Gamification on Speed and Accuracy on an Interdependent Paper Sorting Task

Tinkle, Davis 01 May 2015 (has links)
This study examined the effects of gamification, i.e. (what makes games challenging, engaging and fun), and its effects on speed and accuracy on an interdependent paper sorting task. Undergraduate students (N=42) at the University of Central Florida participated by working interdependently in groups to sort numbered pieces of paper into piles before and after either playing video games or doing back-to-back drawing(basic team building exercises). It was hypothesized that participants who played video games would sort pieces of paper into the piles faster and more accurate than those who did back-to-back team exercises. Results showed that playing video games was not better than doing basic team exercises, but that the two tasks were relatively equal. Although groups were formed and dissolved quickly, there was improvement between the pre and posttests. While the experiment did not yield significant results, it is possible that using different video games or different interdependent tasks could foster increases in speed and accuracy compared to back-to-back drawing.
145

Gamification and its effect on investor behaviour : A qualitative study investigating the gamified trading platform Avanza

Moore, Marcus, Ljungkvist, Hugo January 2022 (has links)
The gamification trend has in recent years gained a strong hold across the field of finance. Market participants are leveraging the benefits of implementing game-design elements to previously mundane banking activities. However, while gamification is expected to grow further, the current research investigating its effects is scarce, particularly in a Swedish context. This research project aims to investigate if, and how the behaviour of retail investors is affected by gamification used on trading platforms. We collected qualitative data through seven semi-structured interviews with respondents who were active users of Avanza, the largest internet broker in Sweden. To expand the scope of the study, data was also included from a senior executive at Avanza creating a nuanced picture of the effects of gamification. Our analysis is grounded in the Octalysis Framework, which has been used together with behavioural finance theories to draw valuable conclusions. Our study finds that gamification has an effect on investors and may influence their trade decisions. We conclude that social game-design elements cause intrinsic motivation and have a strong effect on retail investors. The study further shows that visualising personal development has a strong extrinsically motivating effect on retail investors' desire to increase their capital. Our results also show that gamification can be used to promote both healthy and unhealthy financial behaviours, making it a powerful tool for the one’s controlling it. However, if not managed properly, excessive usage of gamification runs the risk of decreasing the perceived seriousness and validity of the institution implementing it. Lastly, this study concludes that investors tend to believe that gamification affects their investment behaviour less than others, suggesting that they suffer from overconfidence bias. Situating gamification and the Octalysis framework within a financial context contributes to the current discussion about gamification and the future understanding of the concept. By taking behavioural finance into consideration, we contribute to the field of behavioural finance by showcasing how gamification may affect the investment behaviour of retail investors on gamified platforms. The results of the study are of great relevance to market participants and regulators. Being aware of how gamification influences investor behaviour is necessary for market regulators to prevent exploitative behaviours and for market participants to make well-informed decisions.
146

Spel som repetitionsmoment i gymnasieskolans biologiundervisning

Svensson, Cecilia January 2016 (has links)
Författaren utvecklade ett frågespel i Biologi 1 för att undersöka om det kan vara ett alternativ som repetitionsmoment inför ett eventuellt slutprov i biologi 1. Vad anser eleverna om biologispelet som repetitionsmoment i undervisningen? Vill eleverna ha mer spelanvändning i sin undervisning? För att besvara dessa frågor testades biologispelet på gymnasieelever som läser Biologi 2 och därpå utvärderade eleverna spelet genom att besvara en enkät. Metodvalet baserades på Pinder (2013), Cheong, Cheong & Filippou (2014) samt Sadler et al (2015) metoder då deras studier hade liknande frågeställningar jämfört med denna studie. Studiens resultat visade att 60% av deltagande elever ansåg att biologispelet var bra som repetitionsmoment samt att de ville ha mer spel i sin undervisning. När studiens empiri och teori om kunskapsinlärning jämfördes drogs slutsatsen att en varierad undervisning med både spel och lärarledda genomgångar borde gynna elevernas kunskapsutveckling bäst.
147

Let’s play #Church: gamifying church revitalization in New England Black churches

Lester, Justin 12 April 2023 (has links)
This project bridges the gap between the culture of stagnation in New England Black congregations and the history of vibrant creativity in Black culture and churches by crafting an engaging teaching resource in the form of a digital application, built on the core fundamentals of gamification. As such, this project weaves gamification, technology, the Black church, and cross generational ministry together in order to assist in the renewal of New England Black churches. Positioning gamification in conversation with practical theology with a focus on Black church history and culture, the project confronts matters related to gender, age, and social location in Black churches. The project argues that we are in the midst of the “#Church,” which should be embraced by the dying Black church, in the midst of a crisis, as a legitimate mechanism for revitalization and relevancy in this hashtag (#) culture. On social media, the hashtag (#) denotes a trending topic, word, phrase and is a form of grouping like topics together for search parameters as well as social interaction and affiliation. The project leverages this hashtag culture by presenting a three-year revitalization project in the form of a web-based game addressing matters of project design and implications, implementation strategy, and evaluative measures.
148

Gamification: A Guideline For Integrating and Aligning Digital Game Elements into a Curriculum

Mieure, Matthew C. 26 July 2012 (has links)
No description available.
149

Evaluating Enhanced Reality Interfaces and the Museum Experience

Solko, David 24 September 2018 (has links)
No description available.
150

Effektiv inlärning genom spel : Att fostra internaliserad motivation med speldesign / Effective learning through games : Creating internalized motivation with game design

Hansson, Simon January 2022 (has links)
För att nå bra inlärningsresultat visar tidigare forskning på vikten av internaliserad motivation. När det kommer till att använda spel som inlärningsverktyg kommer detta huvudsakligen i två former. Antingen genom fullskaliga spel – serious games – eller genom traditionella läromedel som förgylls med spelelement – gamification. För att ta reda på vilket tillvägagångssätt som har bättre möjlighet att fostra internaliserad motivation och därav leda till mer effektiv inlärning gjordes en undersökning där två artefakter jämfördes. Artefakterna ämnade att lära ut samma instruktionsmaterial. Resultaten visar att artefakten som använde sig av gamification fostrade mer internaliserad motivation. Den andra artefakten ledde dock till bättre inlärningsresultat. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>

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