Essays about: "Gamified"
Showing result 1 - 5 of 102 essays containing the word Gamified.
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1. 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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2. Exploring older adults' interaction with a gamified memory task. A pilot study to assess usability of the 'Brain Blossom' game
University essay from Institutionen för tillämpad informationsteknologiAbstract : The research employed a qualitative methodology to gather insights regarding the performance, as well as the emotional and physiological reactions of older adults engaging with the "Brain Blossom" game over three sessions. This was achieved by utilizing self-reported information, encompassing tools such as the Self Assessment Manikin scale and usability experience (UX) questionnaires. 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. DIFFERENTIAL OUTCOME TRAINING AND HUMANOID ROBOT FEEDBACK ON A VISUOSPATIAL GAMIFIED TASK: An experimental study investigating learning, affective social engagement cues and cognitive learning strategies
University essay from Institutionen för tillämpad informationsteknologiAbstract : By combining Differential Outcome Training (DOT), the usage of unique stimulus-response pairings, and feedback from a humanoid simulated robot (SDK) this study aims to improve learning performance of subjects on a visuospatial gamified memory task. This is achieved by using the SDK as an interface for an algorithm that provides audiovisual, reinforcing feedback promoting engangement in a new dyadic setup for a gamified task. READ MORE