Essays about: "Gamification."
Showing result 1 - 5 of 296 essays containing the word Gamification..
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1. Leveraging Gamification for Increased Motivation in Mobile Applications : A Quantitative Study Using Self-Determination Theory & Service-Dominant Logic
University essay from Högskolan i Gävle/FöretagsekonomiAbstract : Due to the increasing digitization of society, Gamification of services has become increasingly proliferated. Identifying and knowing how to manipulate the factors for successful implementation of gamification strategies is paramount. READ MORE
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2. Gamification for technology-enhanced mineral value chain teaching and learning: serious gaming for geometallurgy concept
University essay from Luleå tekniska universitet/Institutionen för samhällsbyggnad och naturresurserAbstract : The concept of gamification is being increasingly explored and applied to offer new teaching or training tools to teachers, students or employees. The field of geology and geometallurgy wasn’t particularly discussed in the topic of gamification. READ MORE
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3. 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
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4. OpenCourse: Gamification in Computer Science Education
University essay from Göteborgs universitet/Institutionen för data- och informationsteknikAbstract : Academic degrees in computer science suffer from the highest dropout rates among universities. As a result, there is a lack of technical professionals, which could threaten the digital infrastructure. READ MORE
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5. Interrupting prolonged sitting behavior with gamification: Mobile adaptation of the break reminder desktop app Liopep
University essay from Linköpings universitet/Institutionen för datavetenskapAbstract : The present work aims at guiding the design transition of the break reminder desktop application Liopep to a mobile platform. The goal is to improve and adapt the gamified intervention to address sedentary behavior at an organizational level. READ MORE