Essays about: "effective gamification"

Showing result 1 - 5 of 36 essays containing the words effective gamification.

  1. 1. Impact of gamification on employee motivation in situations of change in medium-size organisations in the United Kingdom.

    University essay from Stockholms universitet/Institutionen för data- och systemvetenskap

    Author : Apostolos Savvas; [2023]
    Keywords : Gamification; Change Management; Employee Engagement; Motivation; Game Design Patterns;

    Abstract : This thesis tries to provide a comparative study and complimentary data analysis into the effectiveness of game design patterns such as LEGO Serious Play, Leaderboards and Collective voting in terms of the impact that gamification has in change management framework. The study is looking at how gamification impacts employees from a motivational and engagement, in change management tasks, perspective. READ MORE

  2. 2. The World of Dungeons & Dragons in the EFL Classroom : A literary study on worldbuilding, mental imagery, immersion and applications of Dungeons & Dragons in the EFL Classroom

    University essay from Linnéuniversitetet/Institutionen för språk (SPR)

    Author : Fredrik Nilsson; [2023]
    Keywords : Dungeons Dragons; EFL Classroom; Upper Secondary School; World-building; Mental Imagery; Immersion; Visualization;

    Abstract : In a world where gamification is increasingly prevalent, Dungeons & Dragons is a vast, seemingly untapped arena into which students in an EFL classroom could potentially venture. By exploring the various applications of the hugely popular tabletop role-playing game, there are several aspects in which students and teachers can explore in order to find practical as well as theoretical uses for a role-playing game of this size and scope. READ MORE

  3. 3. Designing a Digital Twin to Improve Adherence and Care

    University essay from Umeå universitet/Institutionen för tillämpad fysik och elektronik

    Author : Marcus Karlström; [2023]
    Keywords : Digital Twin; Adherence; Risk Communication; eHealth; Design Thinking; UX;

    Abstract : This study aims to create a design concept for a digital twin to understand how it could be used to increase the health adherence of users through risk communication. This was done while also looking at how such a system could counteract potential health anxiety. READ MORE

  4. 4. From Board Games to Unicorns: Gamification and Its Impact on Ideation for Nascent Entrepreneurs

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Måns Heurlin; Jonathan Andersson; Jonathan Rooth; [2023]
    Keywords : Gamification; Ideation; Business and Economics;

    Abstract : Title: From Board Games to Unicorns: Gamification and Its Impact on Ideation for Nascent Entrepreneurs Seminar date: January 11th, 2023 Course: FEKH99, Bachelor Degree Project in Entrepreneurship and Innovation Management, Business administration, Undergraduate level, 15 University Credit Points Authors: Jonathan Andersson, Måns Heurlin, Jonathan Rooth Supervisor: Joakim Winborg Keywords: Gamification; Innovation; Ideation; Entrepreneurship; Nascent entrepreneurs; Idea generation Research question: What are the effects of gamification on ideation for nascent entrepreneurs? Purpose: The purpose of the study is to contribute with increased understanding of how decision- makers in startups argue when choosing location of production. Methodology: Quasi-experiment with a deductive logic of inquiry, executed through semi-structured interviews. READ MORE

  5. 5. The Influence of Interactive Elements on Entertainment : An Interactive Infographics Experiment on University Students

    University essay from Jönköping University/JTH, Avdelningen för datateknik och informatik

    Author : Bonnie Möcander; Nuoting Shen; [2023]
    Keywords : interactive infographics; entertainment; interactive elements; experiment; gamification; data selection; storytelling; motion;

    Abstract : Objectives: Consequent to previous research indicating the positive influence of entertainment on attitudes, this quantitative study investigates which interactive elements more effectively augment entertainment and to which degree Gamification, Data Selection, Storytelling, and Motion augments entertainment through the beneficial components Emotional Arousal, Recovery and Regulation and Aesthetic Appreciation (Dobni, 2007). Method: A pre-study survey was conducted to determine a neutral topic for the interactive infographics used in the main study. READ MORE