Essays about: "gamified experiences"
Showing result 1 - 5 of 13 essays containing the words gamified experiences.
-
1. Rainbow Galaxy Adventure A gamified socio-emotional learning experience
University essay from Göteborgs universitet/Institutionen för pedagogik och specialpedagogikAbstract : Aim: The aim of the thesis is to describe and analyze how a gamified socio-emotional learning intervention influenced the perceptions of socio-emotional concepts and competencies for the participants. Framework: The research adopts a conceptual framework of collaborative learning. READ MORE
-
2. Designing and evaluating the impact of gamification in e-learning platforms for non-Swedish people learning Swedish
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. Learning a new language is essential for global communication and cultural understanding as it enhances communication skills and promotes respect for diverse cultures. In this digital age, e-learning platforms have become popular tools for language learning. READ MORE
-
3. Innovating the learning process in higher education throughthe integration of theory and practice in partnership with Industry and Students
University essay from KTH/Skolan för industriell teknik och management (ITM)Abstract : The VUCA (which stands for volatility, uncertainty, complexity, and ambiguity) conditions have overshadowed the national and global higher education systems, and social and economic systems are increasingly becoming dependent on knowledge and innovations. There is a call for the global higher education systems to attain a new set of quality standards (Waller et al. READ MORE
-
4. Effects of Gamified E-learning: From an employee’s perspective
University essay from Lunds universitet/Institutionen för informatikAbstract : The purpose of this study is to examine the influence of gamification on employees in the workplace. Despite the fact that gamification is a relatively recent phenomenon, numerous studies have already been undertaken to develop the concept's theoretical foundation. READ MORE
-
5. Design research on engaging and educative museum experiences with the use of games within museum applications : A case study of a treasure hunt game within the Nationalmuseum’s application
University essay from Södertörns högskola/Institutionen för naturvetenskap, miljö och teknikAbstract : This paper discusses factors that affect engagement during a museum experience with a focus on applying gamification into a museum application. At the center of this paper, the educative and engaging purposes of a museum visit are situated and analyzed in the form of design research. READ MORE