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
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:miun-43253 |
Date | January 2020 |
Creators | Arvidsson, Malin, Liljegren, Mattias |
Publisher | Mittuniversitetet, Institutionen för data- och systemvetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0027 seconds