Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system. With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-79688 |
Date | January 2013 |
Creators | Nilsson, Eleonore, Valino, Jillian |
Publisher | Umeå universitet, Institutionen för informatik, Umeå universitet, Institutionen för informatik |
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 |
Relation | Informatik Student Paper Bachelor (INFSPB) ; 2013.28 |
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