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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.
1

Využití blended learningu s prvky gamifikace na základní škole / Use of blended learning with Gamification elements in elementary school

Lešinger, Stanislav January 2016 (has links)
The thesis is focused on blended learning with Gamification elements in elementary school. The work should serve as a tool for creators of blended learning, or e-learning courses in the LMS Moodle. Contains a theoretical overview of the problem of blended learning, motivation in education and Gamification. Based on the theoretical foundations of the thesis analyzes the specific environment of elementary school and defines the target group of pupils. It also describes the selection, development and design of a specific product, selected on the basis of the generated list of available products. The conclusion contains a description of the product implementation and verification of its functionality and effectiveness on the target group of students. The result is a functional and proven deployment Gamification concept of blended learning course based on Moodle.
2

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.
3

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.
4

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.
5

Návrh gamifikace do služby Car4way / The proposal of gamification into a company Car4Way

Bobková, Marie January 2014 (has links)
The diploma thesis deals with the incorporation of Gamification into a company that provides services. In theoretical part the concept of Gamification is defined first as well as its development, games and their significance. Subsequently typology of players is described. The basic principle of Gamification is explained on the game's elements and mechanisms that motivate players to activity. The initial chapter consists of a summary of basic knowledge of literature, mostly foreign. Then examples of successful applications are described using game elements, which subsequently will be used in the practical part for push-process Gamification into society. The practical part is devoted to a detailed description of the gamificate environment Car4Way company and its implementation into society. First of all company Car4Way is described, especially the process of registration for returning a car. Comparison of individual gamification elements and creation of the concept of service gamification for best practices in Car4Way .
6

Tvorba interaktívnej vzdelávacej webovej aplikácie

Almásiová, Veronika January 2019 (has links)
This diploma thesis is focused on the implementation of the interactive educational application based on gamification which allows students to acquire new knowledge using new and modern way of learning. The thesis deals with analysis of mobile and web educational applications focused on gamification. Based on the analysis outcome, the functionality of the application is designed and implemented. This thesis also describes functionality for student and admin interfaces and further focuses on REST API. The implemented application expands teaching methods of the Institute of Informatics at the Mendel University in Brno. Further development of the web application is proposed within the conclusion part of this diploma thesis.
7

Rozvoj algoritmického myšlení u žáků druhého stupně základní školy / The Development of Algorithmic Thinking among the Pupils of Lower Secondary Schools

Fiala, Jan January 2019 (has links)
The diploma thesis deals with the development of algorithmic thinking among the lower-secondary students as one of their digital competences. It is based on the principle of algorithmic thinking related to the concept of computational thinking and it searches for the ways how to develop it in pupils. The theoretical part is supported by Skinner's concept of programmed learning and with the help of gamification proposes the research based on the students' observation in one school year in which the competence is developed. The raised issue is solved by setting a complex set of teaching materials and learning activities (both in the digital environment and unplugged activities) and their partial transfer into the teaching to a virtual, algorithmic environment of the specially designed application called Prográmko. The goal of the thesis is the analysis of the possibilities of how to include the gamification and the programmed learning into the practice of the development of algorithmic thinking taught at the lower-secondary schools. The research also evaluates the applicability of the application Prográmko and the proposed set of materials provided with methodological guidelines in the practice.
8

Využití multimediálních aplikací k propagaci v uměleckém odvětví

Hemzová, Jitka January 2014 (has links)
This diploma thesis presents multimedia applications and ways how to use them to promote the creative sector. The theoretical part of the thesis focuses on art marketing, internet marketing, multimedia and gaming principles. It also explains what the Flash technology is and how the Flash technology allows web designers to upload complex animations on the Internet. The practical part of the thesis shows how to apply gained theoretical knowledge in the creation of an interactive game, which would be used to promote art organizations.
9

Talent management ve vybrané společnosti / Talent Management in Selected Company

Šimonová, Lucie January 2015 (has links)
This master’s thesis is focused on Talent management. First part is devoted to theoretical knowledge which includes description of basic terms like „talent”, „Talent management” or „motivation”. The practical part which uses these findings is processed in collaboration with a selected company interested in talent management implementation.
10

Gamifikace a její využití při designu služeb / Gamification and its role within service design process

Laky, Jan January 2015 (has links)
The work deals with the term Gamification, its origin, dez/interpretation and possible future. Gamification is based on game/play and its historical development, which is described in the work from ancient times to the era of computers. This brings us to the relationship between gamification and digital technologies that can develop its true potential. Goal of the practical part is to develop own gamified solution based on identified principles of gamification. Actual creative process is preceded by an analytical part where I try to identify a niche market and fill it.

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