Essays about: "gamification"

Showing result 21 - 25 of 296 essays containing the word gamification.

  1. 21. Persuasive Language Learning - Qualitative research on user engagement in the persuasive system design of Duolingo

    University essay from Jönköping University/Tekniska Högskolan

    Author : Sofie Kastelli; Napsugár Takács; [2023]
    Keywords : Persuasion; Gamification; User-engagement; Duolingo; MALL; mobile-learning; mobile-language-learning; gamified interaction design;

    Abstract : Duolingo is a popular mobile language-learning application that has been around the market since 2012 and has been researched in its language-learning abilities. It is crucial for mobile language learning applications to keep their users interested, nevertheless, as users easily lose interest in continuing their language study. READ MORE

  2. 22. Can you get consultants to update their CV more often by asking them how they are doing? : A design study on how behavior changing design can impact consultant CV writing

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

    Author : Agnes Forsberg; [2023]
    Keywords : persuasive design; gamification; user-centered design; FBM; enterprise systems; motivation; UX; Double Diamond; CV writing; consultant; övertygande design; spelifiering; användarcentrerad design; FBM; företagssystem; motivation; UX; Double Diamond; CV-skrivande; konsulter;

    Abstract : Consultants do not update their CVs enough - partly because it is boring, partly because they do not have the time, and partly because it requires a lot of detail. Using motivational theories as the base, this thesis tries to improve the consultant CV writing experience using persuasive design and gamification. READ MORE

  3. 23. Gamification within the Metaverse : A quantitative study to understand how consumer engagement is influenced by gamification strategies in the Metaverse

    University essay from Karlstads universitet/Handelshögskolan (from 2013)

    Author : Maja Sveder; Emma Lundbäck; [2023]
    Keywords : Gamification; Metaverse; Games; Game elements; Consumer behaviour; Engagement; Motivation; Purchase intentions;

    Abstract : Through the development of digitalization, the use of the Metaverse and the strategy of utilizing game elements for brands has increased. Therefore, this thesis purpose has been to understand, from the consumers perspective, if consumer engagement is influenced by gamification strategies used by brands in the Metaverse. READ MORE

  4. 24. Enhancing Pupils’ Attitude Towards School Lunch by Designing a User-Friendly Interface

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

    Author : Pernilla Sjöberg; [2023]
    Keywords : Pupils; School lunch; User experience; Application design; Interaction design;

    Abstract : A hungry student has challenges absorbing knowledge. So, maintaining good habits regarding food is important for their health and education. The objective of this paper is to provide insights into how the content and the usability of an application have an impact on pupils' attitudes toward school lunches. READ MORE

  5. 25. Development of application for game-like reinforcement of tomographic image interpretation skills

    University essay from Uppsala universitet/Avdelningen Vi3

    Author : Ruben Hedström; [2023]
    Keywords : gamification; medicine; computed tomography; programming;

    Abstract : Learning to identify anomalies in x-ray images is a time consuming and difficult task. Manyhours of looking at similar images to familiarize oneself with the images can feel daunting andunmotivating. This is why a game application where the user, in a challenging environment, canlearn while being adequately stimulated. READ MORE