Essays about: "motivation application"
Showing result 1 - 5 of 180 essays containing the words motivation application.
-
1. End User Study of an Engineering Design Tool
University essay from Göteborgs universitet/Institutionen för data- och informationsteknikAbstract : [Context and Motivation] PROSIT+ Designer is a Volvo Group-developed application focused on operational development for vehicle production. Since its launch, 15 years ago, PROSIT+ Designer has not had any major revisions or updates. [Question/problem] The frustrations from end users are, as a result, piling up. READ MORE
-
2. 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
-
3. 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
-
4. The Bouquet of Wine Consumption Drivers
University essay from Lunds universitet/Företagsekonomiska institutionenAbstract : Thesis purpose: The core aim of this research is to confirm the application of the research model established by Taylor et al. (2018), focusing on intrinsic motivation, extrinsic motivation, and personal involvement, predicting wine consumption in Sweden. READ MORE
-
5. 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 systemvetenskapAbstract : 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