In our constantly increasing digital society, the need for continuous learning is becoming increasingly crucial. Having an adaptable workforce is important for productivity in the long term. A solution that has seen increasing traction in recent times is so-called micro-learning. Micro-learning breaks down learning into smaller, more digestible units. Another trend that has also seen increasing relevance is gamification, a technique employing motivational incentives like video games. This Design Science thesis explores the intersection between micro-learning and gamification, trying to understand with an exploratory approach users’ hands-on experiences with two different micro-learning systems. One system integrating explicitly designed gamification features, the gamified micro-learning platform. The other system instead lacked these designed gamified features, the non-gamified micro-learning platform. Through a six-week study phase, participants explored the two different platforms and then shared their experiences. By understanding participants' hands-on experiences through the lens of Self Determination Theory, the aim of the study is to then derive a set of design principles for implementing gamification in a micro-learning system informed by the data gathered.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-531541 |
Date | January 2024 |
Creators | Fredriksson, Jonatan |
Publisher | Uppsala universitet, Institutionen för informatik och media |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0021 seconds