Essays about: "gamification at work"

Showing result 11 - 15 of 26 essays containing the words gamification at work.

  1. 11. Augmented Reality in the Museum: Creating and Evaluating an AR Mobile Application in an Exhibition

    University essay from Göteborgs universitet/Institutionen för litteratur, idéhistoria och religion

    Author : Frida Berntson; [2020-09-08]
    Keywords : museum; augmented reality; utställning; besökarupplevelse; applikation; digital humaniora; 3d;

    Abstract : The purpose of this thesis is to map the process of making an AR application using 3D models for a museum, and study visitors’ experience of the application and investigate if the application generates a more meaningful experience compared to not using the application. The mix of digital production and empirical study of the created technology is a new way of investigating digital cultural heritage. READ MORE

  2. 12. Facilitating Game-Based Design in Personal Finance : The Design Process and Framework of Gamification Design in Personal Saving

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Yue Yang; [2020]
    Keywords : ;

    Abstract : Personal financial health determines the majority of daily decisions, but managing it could be uninspiring, stressful and at times hard to insist, which is especially challenging for those without professional financial knowledge and chrematistic habits. Gamification is introduced as the approach to simplify the financial terminology and employs game design elements to impel the users to engage more efforts into managing personal finance. READ MORE

  3. 13. HIGH SCORE : A qualitative study on how gaming can further awareness in office environments

    University essay from Umeå universitet/Institutionen för informatik

    Author : Joakim Bergqvist; Sebastian Breuer; [2019]
    Keywords : Games; Gamification; Educational games; Awareness; Supply chain;

    Abstract : Gamification as an educational tool has been explored extensively in traditional academic contexts such as universities and schools. There is however a lack of research on the usage of games for educational purposes in organizations, and even less research has evaluated games’ potential in creating organizational awareness. READ MORE

  4. 14. Levelling Up : A study on gamification and feedback use by Englishteachers in Swedish upper secondary school

    University essay from Högskolan Dalarna/Engelska

    Author : Emilia Malmberg; [2018]
    Keywords : Gamification; feedback; EFL; upper secondary school; motivation; behaviourism;

    Abstract : Gamification is a topic that most people assume has something to do with playing video games in the classroom. The aim of this thesis is to discuss how Swedish EFL teachers work with feedback in upper secondary school, what they know about gamification and how gamification and feedback might be related. READ MORE

  5. 15. Increased Safety on Cycling Paths by Improving Road Maintenance : A Concept to Report Faults and Provide Grades on Cycling Paths

    University essay from KTH/Hållbarhet och miljöteknik

    Author : Sara Vitmosse; [2018]
    Keywords : MCA; Cycling infrastructure; Operation and maintenance; Mobile application; reporting system;

    Abstract : Urbanisation is increasing and more sustainable transport modes are promoted, in both the sustainable development goals and the national goals. Sweden has developed a national cycling strategy, with the purpose to improve cycling infrastructure and make more people chose the bike. READ MORE