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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.
51

Gamification for technology-enhanced mineral value chain teaching and learning: serious gaming for geometallurgy concept

Schleret, Lilian January 2024 (has links)
The concept of gamification is being increasingly explored and applied to offer new teaching or training tools to teachers, students or employees. The field of geology and geometallurgy wasn’t particularly discussed in the topic of gamification. With the objective of creating a synthetic geometallurgical database and a game structure for a gamified simulation of a metal mine, the eastern part of the Malmberget deposit in Sweden was simplified and modelled.The geological model was obtained with assumptions of continuity and proximity, and the lack of data was reconciled using targeted randomization and regular statistics to achieve a smoother and realistic result. A rule book was created to establish the framework that a geometallurgy game should follow,using a slightly adapted version of the Desing thinking framework by the Nielsen group, which consists of elaborating ideas and concepts, implementing them and testing the results before integrating feedbacks to the creation of future elements. The accent was put on obtaining an interactive experience where the player can try various things with a reasonable difficulty, and an accessibility to feedbacks.The purpose of this project is to elaborate a mining simulation game, that could be a valuable tool in the understanding of the interdisciplinary concept of geometallurgy, as well as raising the awareness about sustainable development and how mining can be a part of it. The starting point of this project is another attempt at gamifying geometallurgy by P. Lamberg. The simulation of mineral processing was done using the HSC Sim utilizing 8 different flowsheets that were designed to offer a variety and enable strategic choices. The events occurring at a real mine and beneficiation plant were translated into simple rules. The outcome is a realistic geological and processing model, which through the addition of mining, economics and market strategy, becomes a comprehensive geometallurgy database.
52

Serious games, gamification and serious mental illness: A scoping review

Fitzgerald, Martin, Ratcliffe, G. 28 February 2020 (has links)
No / The use of serious games and gamification to promote learning has a long history. More recently, serious games and gamification have been used in clinical settings to promote treatment and recovery. Yet there is little evidence to support their use with populations that experience serious mental illness. A scoping review was used to answer the following research question, What is the current state of knowledge about how games and gamification are used to promote treatment of serious mental illness? Scoping reviews clarify, define, and develop conceptual boundaries within a topic area. Twenty studies were identified and reviewed by using thematic content analysis. A range of game types, formats, and technology were assessed. Six themes emerged from analysis. Serious games and the use of gamification to promote treatment have potential to engage persons with serious mental illness in game content and promote treatment outcomes. Game design that supported clear instruction, a coherent narrative, a smooth interface between mechanics and play, and service user involvement early in the process of game design were important for the successful promotion of engagement and learning. Games reviewed offered the opportunity for problem solving, collaboration, and goal-oriented activity that supported the delivery of therapeutic outcomes. The use of serious games and gamification to promote treatment of serious mental illness had high levels of feasibility and acceptability among both users and providers. The potential treatment value of games, however, is dependent on key features related to the games’ design, operation, and rationale.
53

Level Complete : En kvalitativ studie om gamifications förekomst inom säljorganisationer, och vägen till mer engagerade och motiverade medarbetare.

Olsson, Lina, Samuelsson, Ida, Westerlund, Hanna January 2017 (has links)
Tidigare studier har visat att majoriteten av anställda inom svenska organisationer har ett bristande i engagemang till sitt arbete, vilket kan bero på att feedback och belöning kommer alltför långt efter slutförandet av en uppgift. Forskning har även visat att yttre belöningar till följd av en prestation endast fungerar väl på kort sikt, men att det trots det finns företag som använder sig av yttre belöning för att motivera sina medarbetare. Ett exempel är säljorganisationer. Gamification är en relativt ny framväxande idé som innebär applicering av spelelement i icke spelliknande kontexter, för att skapa inre motivation och ett ökat engagemang hos människor. Syftet med studien är att analysera i vilket utsträckning direkt feedback och de karaktäristiska spelmekanikerna poäng, emblem, topplistor, levels, relationer, utmaningar, begränsningar och resa förekommer inom säljorganisationer, som inte uttalat använder sig av gamifierade system, för att skapa motiverade och engagerade medarbetare. Metoden bygger på en kvalitativ och abduktiv ansats, där empirin har samlats in genom semistrukturerade intervjuer med sex chefer från olika säljorganisationer. Resultatet visar att flertalet av spelmekanikerna används inom samtliga säljorganisationer, och att det inte finns någon spelmekanik som inte förekommer inom någon av organisationerna. Vidare förekommer poäng, relationer, utmaningar och begränsningar inom samtliga sex organisationer och levels är den spelmekanik som förekommer minst. Vissa skillnader gällande spelmekanikernas användande uppenbarades, även om syftet med användandet för samtliga organisationer är att skapa motivation och öka engagemanget hos säljarna. Feedback förekommer frekvent inom samtliga organisationer. Däremot uppenbarades en viss problematik i samband med direkt feedback, då den tenderar att komma en tid efter att en uppgift har slutförts, bland annat på grund av geografisk utspridning. / Previous studies have shown that the majority of employees within Swedish organisations lack commitment to their work, which can be due to the fact that feedback and reward is received late after the completion of a task. Research has also proved that extrinsic rewards as a result of a performance only work well in the short term, but nevertheless there are companies that still use extrinsic rewards to motivate their employees. Sales organisations are one example of that. Gamification is a relatively new emerging idea that involves application of game elements in a non-game context to create intrinsic motivation and to increase engagement among the people. The purpose of this study is to analyse to which extent direct feedback and the characteristic game mechanics points, badges, leaderboards, levels, relationship, challenges, restrictions and journey occur within sales organisations that do not claim to use gamified systems in order to motivate and engage employees. The method used is based on a qualitative and abductive approach where empirical data were collected through semi-structured interviews with six managers from different sales organisations. The result show that the majority of the game mechanics is used in all sales organisations and that there is none of the game mechanics that do not occur in any of the organisations. Moreover, points, relations, challenges and restrictions occur in all six organisations and levels is the game mechanic that occur the least. Some differences in the using of the game mechanics were revealed, although the purpose of the use in all of the organisations is to motivate and increase the engagement of the sellers. Feedback occurs frequently in all organisations. However, certain problems occurred associated with direct feedback as it tends to be received a while after the task has been completed due to geographic diffusion, among other things.
54

Gamification as a Service

Herzig, Philipp 11 July 2014 (has links) (PDF)
Gamification is a novel method to improve engagement, motivation, or participation in non-game contexts using game mechanics. To a large extent, gamification is a psychological- and design-oriented discipline, i.e., a lot of effort has to be spent already in the design phase of a gamification project. Subsequently, the design is implemented in information systems such as portals or enterprise resource planning applications. These systems act as mediators to transport a gameful design to its users. However, the efforts for the subsequent development and integration process are often underestimated. In fact, most conceptual gamification designs are never implemented due to the high development costs that arise from building the gamification solution from scratch, imprecise design or technical requirements, and communication conflicts between different stakeholders in the project. This thesis addresses these problems by systematically defining the phases and stakeholders of the overall gamification process. Furthermore, the thesis rigorously defines the conceptual requirements of gamification based on a broad literature review. The identified conceptual requirements are mapped to a domain-specific language, called the Gamification Modeling Language. Moreover, this thesis analyzes 29 existing gamification solutions that aim to decrease the implementation efforts of gamification. However, using the different language elements, it is shown that none of the existing solutions suffices all requirements. Therefore, a generic and reusable platform as runtime environment for gamification is proposed which fulfills all presented functional and non-functional requirements. As another benefit, it is shown how the Gamification Modeling Language can be automatically compiled into code for the gamification runtime environment and, thus, further reduces development efforts. Based on the developed artifacts and five real gamified applications from industry, it is shown that the efforts for the implementation of the gamification can be significantly reduced from several months or weeks to a few days. Since the technology is designed as a reusable service, future projects benefit continuously with regards to time and efforts.
55

Gratification by Gamification : Gamification som medel för att skapa en användbar applikation för synpunktshantering / Gratification by Gamification

Ekman, Elin, Hansson, Maria January 2018 (has links)
It is challenging to motivate usage of IT services provided by government or public administration since the usage of such services is based on voluntariness. One way to incentivize usage is by making such services fun to use, which can be done by using gamification. Gamification is game-like elements in an otherwise non-game like service. This study aims to describe how gamification, from a usability perspective, can be used in a citizen report application. The strategy used in this study is design and creation where we develop an IT artefact that constitute a prototype. Hence, the method prototyping is used. Furthermore, usability is considered while developing this prototype. The scientific contribution of this study is the prototype itself, and insights on how to use gamification as a vehicle for usability. Two versions of the prototype were developed before tested by five focus groups, which added up to a total of 37 respondents. The focus groups answered a questionnaire and participated in a semi-structured group interview. The result of this was evaluated and used to improve the prototype and to find suggestions of how to implement gamification in the application. Our findings show that gamification can be implemented in the application and should be so by using a point system where the points can be cashed in for a reward of some sort. To counteract risks of vandalism the points should be handed out to the user after the suggestion in the report is considered and validated by the public administration providing the service. Gamification should be implemented to create satisfaction regarding usability. However, this study finds that accommodation of efficiency and effectiveness needs should be prioritized before satisfactory needs are implemented in the application. / Det är en utmaning att motivera användning av IT-tjänster som tillhandahålls av offentlig förvaltning eftersom användningen baseras på frivillighet. Ett sätt att motivera användning är att göra det roligt att använda tjänsten. Det kan ske med gamification. Gamification är spelliknande element i en, annars, icke-spelmässig tjänst. Denna studie syftar till att beskriva hur gamification, ur ett användbarhetsperspektiv, kan användas för att skapa en applikation för synpunktshantering. Forskningsstrategin som används är design and creation där vi utvecklar en IT-artefakt som utgörs av en prototyp för en synpunktshanteringsapplikation. Metoden som används för detta är prototyping. Vidare tas användbarhet i beaktande under utvecklingen av prototypen. Kunskapsbidraget för denna studie är dels prototypen och dels insikter om hur gamification kan användas för att skapa användbarhet. Två versioner av prototypen utvecklades initialt. Dessa testades av fem fokusgrupper med totalt 37 respondenter. Respondenterna deltog i en enkät samt en semistrukturerad gruppintervju. Resultatet av detta utvärderades sedan och användes för att förfina prototypen och för att ge förslag på hur gamification kan införas i applikationen. Denna studie visar att gamification kan implementeras i applikationen och bör göras så genom ett poängssystem där poängen kan användas för en belöning. För att motverka risker med skadegörelse ska poängen delas ut efter en inrapporterad synpunkt har behandlats av kommunen som tillhandahåller tjänsten. Gamification ska användas för att det är underhållande och belönande vilket skapar tillfredsställelse ur ett användbarhetsperspektiv. Vi konstaterar också att ändamålsenlighet och effektivitet måste tillgodoses innan gamification, som tillfredsställande element, införs.
56

Uso do Processo de Avaliação Mútua aliado a Conceitos de Gamificação como suporte ao Estudo Colaborativo em Ambientes de EaD

Nascimento, Anielton José do 27 June 2016 (has links)
Submitted by Fernando Souza (fernandoafsou@gmail.com) on 2017-08-11T13:06:29Z No. of bitstreams: 1 arquivototal.pdf: 2849167 bytes, checksum: da520bd6d31edcea082e420c9377e88f (MD5) / Made available in DSpace on 2017-08-11T13:06:29Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 2849167 bytes, checksum: da520bd6d31edcea082e420c9377e88f (MD5) Previous issue date: 2016-06-27 / One of the main problems of the Distance Learning (DL) is the lack in communication and collaboration among students, which is mainly caused by the physical distance among them. Researches in education show that collaboration between students, where they assist each other in understanding the educational content, is one of the fundamental parts of the learning process. Virtual learning environments, such as Moodle, provide some resources such as Forums and Chats to support collaboration. However, such resources are not enough to motivate collaboration. This and other aspects are the main causes to the high number of retention and dropout of students in the DL courses, since they are not able to adapt themselves to the features of this type of learning modality. Our work uses concepts of mutual evaluation, integrated to gamification elements, as an alternative to motivate collaboration among students in small groups. In order, the literature indicates that collaborative processes are more efficient when applied to groups composed of 4 or 5 students. One of the main contributions of our work is to develop an automatic mutual evaluation process, which can be integrated to the mutual evaluation carried out by students, so that the final results are more reliable. The validation of this proposal was carried out with disciplines of the Informatics Graduation course of the Virtual UFPB. The results show that, apart to increase the reliability, our approach also enables the identification of biases along the mutual evaluation process and generates different ways to compare the performance of students and groups of students, considering different attributes proposed in this work. / Um dos problemas da educação a distância é a falta de comunicação e colaboração entre os alunos, o que é causado principalmente pela distância física entre eles. Pesquisas em educação mostram que a colaboração entre alunos, em que eles se ajudam no entendimento do conteúdo educacional, é uma das partes fundamentais do processo de aprendizagem. Ambientes virtuais de aprendizagem, como o Moodle, disponibilizam recursos como Fóruns e Chats para suporte a colaboração. Porém, tais recursos são insuficientes para motivar tal colaboração. Esse e outros fatores têm causado um grande índice de retenção e evasão nos cursos a distância, uma vez que os estudantes não conseguem se adaptar as características dessa modalidade de ensino. Este trabalho utiliza conceitos de avaliação mútua, integrados a elementos de gamificação, como forma de motivar a colaboração de estudantes em pequenos grupos de estudo. De fato, a literatura indica que processos colaborativos são mais eficientes em grupos compostos por 4 ou 5 estudantes. Uma das principais contribuições do trabalho é o desenvolvimento de um processo de avaliação mútua automático, o qual pode ser integrado ao processo de avaliação mútua feita pelos alunos, de modo que os resultados das avaliações sejam mais confiáveis. A validação da proposta foi feita com turmas do curso de Graduação em Computação da UFPB virtual. Os resultados mostram que, além de garantir uma maior segurança no processo de avaliação, também é possível verificar grandes discrepâncias nesse processo, assim como gerar diferentes formas de comparação entre o desempenho de alunos e grupos de alunos, considerando diferentes atributos propostos neste trabalho.
57

Gamification och miljö : vägen till miljövänligare transportval via motiverande spelmekanismer / Gamification and environment : A journey to greener transport choices through motivating game mechanics

Bergentz, Cornelia January 2016 (has links)
Tidigare mänskliga aktiviteter påverkar de klimatförändringarna som vi ser idag. Ett miljövänligare val i en stadsmiljö är att använda kollektivtrafiken, men både bilar och bussar släpper ut mängder av koldioxid och farliga partiklar. Det optimala hade varit att få fler människor att välja cykeln istället för bilen eller kollektivtrafiken eftersom användningen av cyklar inte påverkar miljön eller människors hälsa negativt. För att ändra människors beteende genomfördes en studie om vilka gamification-mekanismer som skulle kunna fungera inom detta område. Målgruppen tillhörde till största del spelarkategorin fria själar men blev motiverade av mekanismer från alla olika kategorier. Man kan utifrån resultatet dra slutsatsen att ifall man ska använda sig av gamification inom detta område behöver man jobba på olika sätt mot olika målgrupper och framför allt hitta vilka olika grupper som finns och vilka mekanismer som motiverar de olika gupperna för att ta fram de mest optimala mekanismerna. / Former human activities that happened in the past affect the climate change that we see today. An environmentally friendly choice in an urban environment is to use public transport, but cars and buses emit amounts of carbon dioxide and hazardous particles. The ideal would have been to get more people to choose a bike instead of a car or public transport because the use of bicycles does not affect the environment or human health negative. A study was conducted on the gamification mechanics in order to change people’s behavior. The target group belonged mostly to the user category “free spirits” but they were also motivated by game mechanics from every user category. The results from the study conclude that if one should make use of gamification in this area then they need to work in different ways to approach different audiences and to find different groups of gamers. One should also find various game mechanics that motivate the users to be able to develop the most optimal platform for motivation.
58

Gamification in der Hochschullehre. Herleitung von Handlungsempfehlungen für den Einsatz von Gamedesign-Elementen in der sächsischen Lernplattform OPAL

Follert, Fabiane, Fischer, Helge 26 October 2015 (has links) (PDF)
Der Beitrag geht der Fragestellung nach, welche Gamedesign-Elemente sich als attraktive und strategisch sinnvolle Ergänzung für die sächsische Lernplattform OPAL identifizieren lassen und wie mithilfe solcher Elemente die Motivation zur OPAL-Nutzung und im Zuge dessen auch zum Studium gesteigert werden kann.
59

Motiverande element i seriösa kontext : En fallstudie för att utvärdera effekten av gamification / Motivational elements in serious contexts

Mångs, Oscar January 2020 (has links)
I skapandet av en applikation är det viktigt att användarbasen ser ett värde i applikationen och upplever att det finns en motivation till att använda den. En vanlig strategi till att öka motivation är gamification. Gamification innebär att man implementerar funktioner som vi ofta ser i spel, så som poäng eller topplistor trots att applikationen i fråga traditionellt sett inte använder sådana funktioner. En vanlig typ av applikation som inte använder gamification är synpunktshanteringsapplikationer. Dessa applikationer låter användaren skicka in felanmälningar eller synpunkter till den kommun som användaren befinner sig i. Felanmälningarna kan gälla exempelvis skadegörelse, trasig gatubelysning eller potthål i en väg som användaren anser behöver åtgärdas. Denna studie syftar till att undersöka om gamification är lämpligt att implementera i en synpunktshanteringsapplikation samt om gamification är motiverande för användaren i detta sammanhang. Studien bygger på en prototyp som presenterar hur gamification i en sådan applikation kan se ut. Detta är nödvändigt då det idag inte finns någon synpunktshanteringsapplikation som tillämpar gamificiation. Detta är en fallstudie då syftet är att undersöka fallet synpunktshantering. Då en synpunktshanteringsapplikation består av två parter, kommun och medborgare har båda parterna deltagit i denna studie. Kommunerna har deltagit i semi-strukturerade intervjuer över telefon och strukturerade intervjuer via mejlkontakt. Medborgare har deltagit i studien genom en enkätundersökning. Slutsatsen för denna studie är att kommunerna inte upplever ett behov av de eventuella effekterna som gamification kan tillföra. För dessa applikationer finns redan en användarbas som utmanar kommunernas resurser att tillgodose alla felanmälningar. En ökad användning i applikationen skulle i värsta fall resultera i längre väntetider för vardera medborgaren och kommunerna tror att det kan leda till ett missnöje. Privatpersonerna i denna undersökning var inte eniga gällande gamifications effekter och detta innebär att gamficiation men implementationen behöver justeras för att öka effekten. / When developing an application it is crucial that the community recognize a motivational value in using the application. A common strategy to increase motivation is gamification. Gamification implies using functionality that we often experience in games like scoreboards or points in applications where we usually don’t expect that functionality. This study focuses on error report applications. These applications let the user post error reports to the municipality they visit or live in. The purpose of this study is to investigate if gamification is a suitable strategy for this context. The purpose is also to investigate if gamification in this context brings any motivational value to the users. To aid in this investigation a prototype has been created to present what an application like this can look like with gamification implemented. This is necessary because on today’s market there is no such application using gamification. This is a case study because the purpose is to investigate this particular case of error report applications. An application of this sort usually consists of two parties, a municipality and a citizen. Therefore, both parties have participated in this study. The municipalities have participated in semi-structured interviews over the phone and structured interviews via mail. Citizens have participated trough a survey. The conclusion is that the municipalities doesn’t necessarily want the potential effects of gamification. They experience that the size of the userbase is sufficient and they may not be able to accommodate a larger amount of error reports. It could lead to a longer waiting time for the citizen waiting to get their error fixed. The citizens that have participated in the survey are not united regarding the motivational effect of gamification. Gamficiation works but for this context it needs some adjustments to improve the effect.
60

En litteraturstudie om spelifiering och dess påverkan på känslor av nöje och kul

Hujanen, Thom Om Thunder January 2019 (has links)
Gamification (spelifiering på svenska) är ett ämne i akademiska studier som ökar i popularitet och denna studie tar vid efter Treiblmaiers, Putzs och Lowrys (2018) upptäckter om förslag på forskningsagenda inom ämnet. En litteraturstudie utfördes i syfte att besvara forskningsfrågan ”Vilka resultat och slutsatser om spelifierings påverkan på spelares känsla av nöje och kul har presenterats i forskningspublikationer?”, som utfördes genom en sökning i världens största databas av forskningspublikationer. Sökträffarna filtrerades och analyserades för att identifiera dess upptäcker som sedan sammanfattades. Resultaten visar exempelvis att spelifiering gynnar känslor av nöje och kul, att spelifiering som erbjuder nöje och kul har påverkan på andra saker och individer som inte alltid är positiva. Det upptäcktes även studier som fokuserar på hur de individuella komponenterna som bildar spelifiering påverkar känslor av nöje och kul. Vidare forskning bör exempelvis fokusera på dessa komponenter då inte alla studier är överens om resultaten. / Gamification is a subject in academical research that is increasing in popularity. This study follows Treiblmaier’s, Putz’s and Lowry’s (2018) proposed research agenda on gamification. A literature study was made in an attempt to answer the research question “What results and conclusions about gamification’s influence on enjoyment and fun have been presented in research publications?”. A search for literature was conducted in the world's largest database of research publications. The search results were filtered and analyzed to identify its findings, which was then summarized. The results show, for example, that gamification benefits emotions of enjoyment and fun, that gamification that offer those feelings have an impact on other things and individuals that may not always be positive. Many studies focuses on the individual components that form gamification and how they affect feelings of enjoyment and fun. Further research should for example focus on these components, since not all studies agree on their influence.

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