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Gamification : Hur spelerfarenhet påverkar gamifications motiverandeeffekt inom skolan

The purpose of the study is to investigate how digitalgaming experience affects how motivated studentsbecome by gamification and whether there is anydifference in motivation that is experienced whetherplaying or not in leisure.There was no clear connection on the motivation withinthe different game groups of the result. The resultshowed that some elements motivated more than othersand those that motivated the groups most were points,levels and quests

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:miun-43253
Date January 2020
CreatorsArvidsson, Malin, Liljegren, Mattias
PublisherMittuniversitetet, Institutionen för data- och systemvetenskap
Source SetsDiVA Archive at Upsalla University
LanguageSwedish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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