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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.
11

Gamifikace a fantasy hry jako prostředek zvyšování návštěvnosti zpravodajského portálu / Gamification and fantasy games as a tool of news portal`s page views increasing

Böck, Adam January 2014 (has links)
A topic of my thesis is gamification and fantasy games. The main goal of this research was analyzing the situation in Czech Republic and finding out if fantasy games have an influence on a reading of sport servers. In theory part of this project, gamification and fantasy games are clearly defined. The biggest gamification projects in the world are introduced, as well as the trials of gamification in Czech Republic and a chosen game from abroad. In practical part, the situation on Czech Republic's fantasy games market is analyzed, the two biggest representatives are compared and an influence on reading of sport servers is researched.
12

Využití moderních technologií v procesu zvýšení a udržení dlouhodobé motivace k pohybové aktivitě / The use of modern technologies in the process of increasing and maintaining long-term motivation for physical activity

Katrňák, Marek January 2021 (has links)
The diploma thesis focuses on the topic of motivation for physical activity. Possibilities of increasing motivation by creating optimal conditions for fulfillment of three basic psychological needs, in combination with optimal goal setting process using smartphone apps are discussed. The theoretical part of the thesis is dedicated to the theory of self-determination and its` contribution in context of motivation for physical activity. The thesis also focuses on gamified environment used in the smartphone apps. Gamification elements are suitable for use in goal-setting context, as well as in a pursuit of fulfillment of three basic psychological needs. The research focuses on the use of smartphone apps for goal-setting purposes and influence of the set goals on increasing the average daily number of steps. In the sample of 100 participants, a statistically significant effect of goal on the average number of steps performance was observed during a 28-day period of the study. An influence of different goal difficulty on performance was also questioned, without significant effect on performance to have been found.
13

Využití gamifikace ke zvýšení motivace studentů ve vysokoškolském vzdělávání / Use of Gamification to increase motivation of students in academic education

Češková, Anna January 2012 (has links)
This paper deals with the issue of gamification and its implementation in the Charles University Information System, by focusing on students. It describes the principles of gamification in relation to user needs. Furthermore, it analyses the process of consciousness, motivation, volition and flow. This paper presents personality typologies in the context of motivation and game elements. It works with Myers-Briggs types and Keirsey's temperaments. It contains a ranking of gamification elements that is based on the level of motivation in relation to personalities. It evaluates the educational system in the Czech Republic from the point of view of the use of gamification elements and focus on different types of personalities. The main part of the thesis creates a concept of the implementation of gamification elements in the Charles University Information System and gamification of a thesis. [Author abstract].
14

Gamifikace prezentace kulturního dědictví / Gamification of presentation of the cultural heritage

Hrzinová, Jana January 2013 (has links)
The aim of this work is to present gamification and its uses in the context of museology and art marketing and its benefits for the presentation of cultural heritage. The first part explores general theory of gamification, it's basic elements, types of players, psychological aspects and motivation. It mentions also social impact and main criticism. Second part apply the concepts presented in the first part directly to the field of presentation of cultural heritage in museums and galleries. It focus on linking the traditional institution with it's virtual version in the context of convergence culture and participation with wider audience. Gamification design framework shows how museums and galleries can use gamification for practical use in exhibitions, digitized collections and promotion. At the third part it presents practical project with concept of gamification of history for the Faculty of Arts at Charles University.
15

Gamifikovaný informačný systém

Bendík, Martin January 2019 (has links)
This diploma thesis deals with the development of gamified information systems. The literary research focuses on the issues of gamification, methods of development information systems and their architectures. In our own work, selected technologies and architectures are applied. The main content of our work is about micro-services development process from the user interface, analysis and design to the database. Subsequently, the work includes testing, evaluation and proposed improvements.
16

Gamifikace v kvantitativním online výzkumu / Gamification in the quantitative online research

Kulhavá, Lucie January 2016 (has links)
The thesis concentrates on the application of gamificaton principle in the quantitative online research. The main goal of the thesis is to evaluate the effects of gamification on answers provided by respondents and their overal perception of the questionnaire. The hypotheses, based on the research of theoretical and methodological literature and metaanalysis of already conducted case studies, refers to the most discussed topics concerning gamification: survey evaluation, evaluation of respondent's behavior and the impact on the survey data. The results are validated using the split- ballot method on a carried out quantitative research. As a research tool serve a standard questionnaire and a questionnaire with small gamification adjustments. The results favor the version of questionnaire with gamification in the area of overall perception of the questionnaire and increased time spent on the research by the respondents. However, the results don't show any measurable impact on the respondent's behavior or survey data.
17

Virtuálny sprievodca ekonomickými predmetmi – pedagogická pomôcka

Laško, Tomáš January 2020 (has links)
This thesis deals with design, development and production of a mobile application to support teaching. Android mobile application ”Virtual economic guide” is available through Google Play store. This application is not only for students of PEF MENDELU. Interactive materials presented in this applcation mainly concerns the Microeconomics 1 course. Some parts includes materials used in Microeconomics 2 and Macroeconomics 1 and 2. This application is developed in Java using Firebase cloud platform for authentification, autorisation and database services. Application incorporates gamification for better involvement of target group. Source code is accessible via GitHub platform as an open-source project.
18

Gamifikace v cestovním ruchu / Gamification in tourism

Kondratenko, Anna January 2017 (has links)
The diploma thesis is focused on gamification and possibility of using gamification elements in the field of tourism. The aim of this work is to present gamification as a tool for influencing tourist behavior and to design an own product with gamification elements. In the theoretical part of the thesis a definition of gamification is analyzed alongside with the game elements and game thinking, which constitute the essence of this phenomenon, and the types of motivation of players and travelers are presented. Subsequently, a framework for gamification design is described. The fifth chapter defines the basic notions of tourism and introduces ways of using gamification in tourism. The theoretical part ends by chapters six and seven, where possible risks of using gamification as well as the most successful examples of its implementation are described. The practical part is devoted to the description of a new gamified product including graphic design and the timetable of introduction of the application to the market.
19

Portál pre podporu výučby cudzích jazykov / Portal supporting the teaching process of foreign languages

Banáková, Lucia January 2014 (has links)
The aim of the diploma thesis is to design and develop portal supporting the teaching process of foreign languages. This portal should help students to practice the previously learned topics and provide their teachers with the possibility to administer students, the subject matter presented in the games, give assignments and view performance of their students in the games played. The first part of the thesis presents games and gamification in the teaching process from theoretical point of view, analysis of selected gamified and game systems supporting the teaching process and a survey of demnad for such a product and its features among foreign language teachers. The following part describes the design of the resulting application, description of the implemented architecture and user manual. Practical outcome of this thesis is a web application that can be easily extended by adding new games that use the application interface defined.
20

Team Management 3.0: Virtual team management with gamified aspects / Management 3.0; Virtualni management s gamifikovanymi aspekty

Kotoun, Karel January 2015 (has links)
The aim of this paper is to analyse gamification practices as well as to study management by personalities. Upon this basis the objective will be to design a management software for the new management era that will collect large quantities of data about individual team members (Big Data-based software), thus enabling managers to allocate new team members onto teams upon their personalities, skills and experience in gamified user interface. The ultimate goal of this paper will be to serve as guidebook for managers to manage by knowing the variety of personalities as well as by applying gamification elements onto everyday tasks.

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