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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.
91

We Built This Town: Raising Activity Awareness through the Workplace Using Gamification

January 2013 (has links)
abstract: The wide adoption and continued advancement of information and communications technologies (ICT) have made it easier than ever for individuals and groups to stay connected over long distances. These advances have greatly contributed in dramatically changing the dynamics of the modern day workplace to the point where it is now commonplace to see large, distributed multidisciplinary teams working together on a daily basis. However, in this environment, motivating, understanding, and valuing the diverse contributions of individual workers in collaborative enterprises becomes challenging. To address these issues, this thesis presents the goals, design, and implementation of Taskville, a distributed workplace game played by teams on large, public displays. Taskville uses a city building metaphor to represent the completion of individual and group tasks within an organization. Promising results from two usability studies and two longitudinal studies at a multidisciplinary school demonstrate that Taskville supports personal reflection and improves team awareness through an engaging workplace activity. / Dissertation/Thesis / M.S. Computer Science 2013
92

A dinâmica interacional de participantes de uma rede social gamificada

OLIVEIRA FILHO, Ananias Queiroga de 28 December 2012 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2017-02-06T17:18:35Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertacao_Ananias_Queiroga.pdf: 957386 bytes, checksum: ccb17448113ceec91756842f6485a7f0 (MD5) / Made available in DSpace on 2017-02-06T17:18:35Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertacao_Ananias_Queiroga.pdf: 957386 bytes, checksum: ccb17448113ceec91756842f6485a7f0 (MD5) Previous issue date: 2012-12-28 / CNPq / A presente investigação teve como objetivo central analisar a dinâmica interacional entre os participantes em uma rede social gamificada. As redes sociais online são um fenômeno novo, todavia cada vez mais presente na sociedade contemporânea, que vem possibilitando novas formas de interação. Concomitantemente ao crescimento das redes sociais online, acontece também a disseminação e desenvolvimento dos jogos digitais. Estes dois elementos têm propiciado o surgimento das redes sociais gamificadas, que são redes sociais permeadas e constituídas tendo como base a lógica e mecânica dos jogos. Sobre as redes sociais gamificadas poucas são as pesquisas, o que denota a necessidade de empreender estudos sobre o tema. Porquanto Meira e Meira (2004) já asseveraram que a emergência e a formatação das redes sociais podem afetar qualitativamente e quantitativamente os processos de interação social. Em termos teóricos, com o objetivo de analisar aspectos deste impacto nas interações sociais, a presente pesquisa se ancora em dois arcabouços: 1- Na perspectiva sócio-histórica de Vigotski (2000) que enfatiza a importâncias das interações sociais e dos ambientes nos quais estas ocorrem para o desenvolvimento do ser humano; 2- Na concepção hermenêutica de linguagem de Gadamer (2000) que explicita uma compreensão da linguagem por meio de elementos intersubjetivos, propondo assim uma abordagem dialógica. Este estudo está circunscrito em uma perspectiva qualitativa de pesquisa. Elaborou-se uma compreensão sobre a dimensão estrutural da dinâmica interacional entre os participantes em uma rede social gamificada. Para tanto, foi utilizada na análise das redes sociais dentro do modelo proposto por Melo (2007). Adicionalmente investigou-se aspectos dos significados produzidos nestas interações, através de uma análise hermenêutica com base em Gadamer (2000). Porquanto, ao abarcar essas duas dimensões de análise, acredita-se foi possível construir um entendimento adequado da dinâmica interacional. Os resultados ilustraram as especificidades das interações que se estabelecem dentro de uma rede social gamificada, essas especificidades existem tanto no âmbito estrutural quando observado os padrões, quanto no das interações quando analisados os conteúdos semióticos que permitiram perceber como as temáticas interativas são próprias do jogo. / This research aimed to examine the central dynamic interaction between participants in a social network gamificada. Online social networks are a new phenomenon, but increasingly present in contemporary society, which has enabled new forms of interaction. Concurrent with the growth of online social networks, it also happens the spread and development of digital games. These two factors have led to the emergence of social networks gamificadas, which are permeated and formed social networks based on the logic and mechanics of the games. On social networks gamificadas there are few studies, demonstrating the need to undertake studies on the subject. Because Meira and Meira (2004) has asserted that the emergence of social networks and formatting may affect qualitatively and quantitatively the processes of social interaction. In theoretical terms, with the aim of analyzing aspects of this impact in social interactions, this research is grounded in two frameworks: 1 - In the socio-historical perspective of Vygotsky (2000) which emphasizes the importance of social interactions and environments in which these occur in the development of the human being; 2 - In the design language of hermeneutics of Gadamer (2000) explains that an understanding of the language through intersubjective elements, thus proposing a dialogical approach. This study is limited in a qualitative research perspective. We developed an understanding of the structural dimension of the dynamic interaction between participants in a social network gamificada. Therefore, it was used in the analysis of social networks within the model proposed by Melo (2007). Additionally it was investigated aspects of these interactions meanings produced through a hermeneutic analysis based on Gadamer (2000). Because, by encompassing these two dimensions of analysis, it is believed it was possible to build a proper understanding of the interaction dynamics. The results illustrate the specificities of interactions that take place within a social network gamificada, these specificities exist both within structural patterns observed when, as in the interactions when analyzing the contents that allowed semiotic see how the themes are very interactive game.
93

A utilização de gamification em um sistema de informação: estudo de caso na Natura Cosméticos S.A. / The use of gamification on an information system: natura cosméticos s.a. case study

Gustavo Perri Galegale 29 October 2014 (has links)
O presente trabalho teve como objetivo geral responder a seguinte pergunta de pesquisa: A utilização de gamification em um sistema de informação corporativo aumenta a sua utilização pelos usuário? Seus objetivos específicos contemplam a realização de um estudo bibliométrico para maior entendimento do assunto, identificar quais técnicas de gamification estão disponíveis e qual o seu resultado esperado e verificar se existem diferenças entre a efetividade da utilização de gamification entre funcionários da geração Y e demais gerações. Desta forma, o estudo se aprofundou na realização de um estudo de caso junto a empresa Natura Cosméticos S.A., uma grande indúsitria brasileira de cosméticos, onde a gamification foi aplica a um sistema de informação de apoio a decisão, utilizado pela Diretoria de Operações Comerciais. Ao analisar os resultados obtidos, foi possível verificar que a utilização de gamification é um fator que colabora positivamente com o aumento da utilização dos sistemas de informação pelos funcionários da empresa e que existe um resultado superior desta utilização junto aos funcionários da geração Y. / The present work has as its main goal responding to the following research question: Does the utilization of gamification increase the use of corporate information systems by the companies employees? Its speficic goals incluce the execution of a bibliometric study to increase the comprehension of the theme, identify the currently avaliable gamimfication techniques and its expected result and verify if there are any differences on gamification effectiviness between generation y employees and other genereations. To accomplish this a case study was carried out with Natura Cosmeticos S.A., a large brazilian cosmetic comapny, where gamification has been applied in a decision support information system, used by the Comercial Operations Area. Analising the results, it was possible to verify that the use of gamification is a factor that colaborates with the increase use of the corporate information systems by the employees and the Y generation employees have a superior result on using this gamified systems.
94

Programmering i Gamification : Roboten XY / Programming in Gamification : The robot XY

Nordh, Molly January 2017 (has links)
Utlärning utav programmering börjar krypa ner i åldrarna även i de svenska skolorna. Men är verkligen vanligt textbaserad programmering enklast att lära sig som nybörjare? Arbetet kommer att diskutera grafisk programmering och visualisering och jämföra detta mot gammal hederlig textbaserad programmering. Målet är att ta reda på vilket utav de olika formerna av programmering som egentligen är enklast att förstå och vilket sätt som är snabbast att använda för att lösa enkla programmeringsproblem.
95

Designing for engagement using gamification in mobile applications

Foo, Henrik, Mårtensson, Oskar January 2016 (has links)
Creating engaging applications can be difficult and challenging. In a constantly evolvingworld of technology, more and more daily activities provides us with reward. Moreand more people play games, at home, on the buss, on the train. More and more peopleexperience the spark of joy as they are rewarded and motivated to perform better, toprogress. This thesis presents the design and development of an application prototype used in awildlife park to enhance and promote engagement using elements of gamification. Gamificationis a term that has risen in popularity the last couple of years. With the use ofsimple game elements one can transform otherwise mundane applications into somethingengaging.Here we discuss and present the different aspects of designing an application usinggamification, as well as an evaluation of engagement and usability following conventionaland established means of user testing and engagement measuring. It is concluded that gamification elements can indeed be used to achieve high engagement.
96

Processorienterad verksamhetsutveckling med Gamification som möjliggörare : En fallstudie vid Karlstads kommun / Process oriented business development with Gamification as an enabler : A case study at Karlstads municipality

Andersson, Henrik January 2014 (has links)
Verksamhetsprocesserna är de värdeskapande processerna inom en organisation, en organisations hjärta. Processorienterad verksamhetsutveckling (POVU) handlar om att en organisation utvecklas genom att låta dessa verksamhetsprocesser vara det centrala i organisationen och hela tiden låta dem vara det styrande medlet. Genom en processorienterad verksamhetsutveckling kommer en högre grad av kundfokusering och kundnytta att uppstå, kostnader kommer att minska och högre kvalitet på leveranser kommer att uppstå. Men för att lyckas med detta så gäller det att begränsa alla problem och utmaningar som kan uppstå. Genom Gamification, som handlar om att applicera spelmekanismer såsom olika belöningssystem osv, utanför spelvärlden så uppnås ett högre engagemang och motivation hos de som använder sig av dessa spelmekanismer. Syftet med denna kandidatuppsats var att redogöra för vilka effekter och utmaningar som en organisation kan uppnå genom användningen av modeller/metoder som stöd för POVU. Kandidatuppsatsen beskriver hur spelmekanismerna från gamification möjligen kan appliceras på de modeller/metoder som används som stöd för POVU för att begränsa de utmaningar och öka de effekter som uppstår. Detta uppnåddes genom en kvalitativ studie hos Karlstad kommun där en enkätundersökning samt en intervju har utförts för att samla in data. Karlstad kommun har sedan några år tillbaka börjat fokusera på processarbete och i dagsläget arbetar alla kommunens förvaltningar och bolag i någon mån med processer. Karlstad kommun har tagit fram en egen processmodell för hur de skall arbeta med processer - Processmodellen. I detta arbete har både ett antal effekter och utmaningar upplevts. Några exempel på effekter är följande: Förbättrade flöden Gemensam begreppsanvändning Ökad kvalitet på leveranser Några utmaningar som uppstått är följande: Medarbetare använder inte metod- och modellstöd fullt ut Processmodellen upplevs som alltför akademisk Svårt att greppa för den enskilda medarbetaren
97

Hedlunds promenader : En historie- och kulturvandring i Göteborgs närliggande natur / Hedlund's Walks : A Historical and Cultural Trek Through Gothenburg’s Surrounding Nature

Löwen-Åberg, Paul January 2017 (has links)
I detta arbete har forskaren undersökt möjligheterna att bevara en specifik vandringsled i Göteborgs omgivning och skriven på 1930-talet, genom att modernisera och digitalisera dess texthänvisningar och karta, för att se hur den nya texten tas emot av en moden publik. Vissa av de miljöer som beskrivits i originalet har de senaste 80 åren drastiskt förändrats. Denna undersökning är ett sorts adaptionsarbete menat att uppdatera promenaden. En kvalitativ trianguleringsstudie har utförts för att undersöka hur dagens vandrare upplever en uppdaterad version av en äldre vandring. Aspekter som undersökts är primärt deltagarnas upplevelse av kulturvandringen och om den kan ge en ny uppfattning om platserna och miljöerna genom såväl empirisk erfarenhet som att läsa den specifika texten. Resultatet visar att majoriteten av deltagarna lärt sig något nytt om platserna och att det finns ett intresse för denna typ av upplevelser. Den avslutande diskussionen tar upp hur adaptionen förde Hedlunds vandring in i 2010-talet samt föreslår ett framtida arbete där en hel smartphone applikation för fler adapterade vandringar skapas och testas.
98

Gamifikace ve výuce / Gamification in Teaching

Chmelař, Jan January 2015 (has links)
This thesis focuses on the topic of gamification and searches for options of using gamification to improve student experience in the Principles of Management course at University of Economics, Prague. The thesis formally defines gamification and identifies the theory of motivation and game design as two key paradigms in the topic. The practical part uses the apparatus of managerial decision making to choose a suitable variant for implementing gamification elements the self-management activity 30 Days Challenge. The application Habitica is identified as a suitable solution.
99

Využití gamifikace v elektronickém systému pro hledání pracovního místa / Use of gamification in an electronic system for job search

Cirok, Boris January 2014 (has links)
This thesis deals with gamification in job searching electronic system. The main objective is to design e-recruitment system with implemented gamification. System is implemented to application prototype for mobile operating system iOS and afterwards it is user tested. The first chapter is about theory of gamification and Mechanics Dynamics Aesthetics framework, which is used in practical part. The second part is about analysis of current state of gamification in web and mobile appli-cations. There is also a proper e-recruitment analysis in this chapter and according to the established methodology it describes specific e-recruitment applications. The third part deals with practical design of e-recruitment system using gamification for career portal UNIjobs.cz. There is also description of application prototype develop-ment and its user testing.
100

Moderní technologie v e-learningu / Modern technologies in e-learning

Kubičková, Barbora January 2013 (has links)
This thesis is focused on the educational theories, forms of training, development and types of e - learning. Then there are mentioned new online educational technologies, pros and cons of on-line learning and its trends (gamification, social learning, MOOCs, etc.). This theoretical knowledge is necessary for understanding the principles of the on-line education and importance of massive open online courses. One part of the practical section concentrates on the results of a questionnaire regarding the presence of on- line technologies in a student learning. Another part reflects the aim of the thesis and generally analyses the possibilities of the university involvement in MOOC. Specifically, it states the conditions and process of college involvement in the German educational platform iversity.

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