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  1. 1. Leveraging Gamification for Increased Motivation in Mobile Applications : A Quantitative Study Using Self-Determination Theory & Service-Dominant Logic

    University essay from Högskolan i Gävle/Företagsekonomi

    Author : Alexander Fredriksson; Teemu Lahtinen; [2024]
    Keywords : Self-Determination Theory; Service-Dominant Logic; Motivation; Gamification; Mobile Services;

    Abstract : Due to the increasing digitization of society, Gamification of services has become increasingly proliferated. Identifying and knowing how to manipulate the factors for successful implementation of gamification strategies is paramount. READ MORE

  2. 2. Creating a High-Throughput Workflow for Automated Peptide Characterization using LC-MS

    University essay from Lunds universitet/Centrum för analys och syntes

    Author : Sara Forsberg; [2023]
    Keywords : High-throughput analysis; Impurity profiling; UHPLC-HRMS; Peptide characterization; Peptide descriptors; Analytical chemistry; Technology and Engineering;

    Abstract : In the early stage of a drug discovery project, there is a need for efficient methods that can analyse peptides in short time. This includes methods that confirm the peptide’s identity and estimates its relative purity in an efficient and reliable way. READ MORE

  3. 3. Mobile phones and attention : An experimental study examining mobile phone distraction

    University essay from Luleå tekniska universitet/Institutionen för hälsa, lärande och teknik

    Author : Moa Taube; Linda Åkerlund; [2023]
    Keywords : attention; distraction; mobile phone; working memory; uppmärksamhet; distraktion; mobiltelefon; arbetsminne;

    Abstract : Mobile phones have become a natural part in our lives and with them, challenges and concerns rise. Mobile phones are designed to catch our attention, which equals unwanted distractions in many situations. Previous research is ambiguous as to in what situations mobile phones harm our attention and cause distraction. READ MORE

  4. 4. Badge It Up : The Effect of Gamification on Online Survey Response

    University essay from

    Author : Kim Siebeneicher; Edit Söderqvist; [2023]
    Keywords : Gamification; badges; online survey; motivation; volunteer; non-profit organisation; Gamification; medaljer; onlineenkät; motivation; volontär; ideell organisation;

    Abstract : Collecting qualitative feedback from volunteers is essential but challenging for non-profit organisations. Gamification has been used in different contexts to try to improve users’ motivation, but has presented mixed results in the context of online surveys. READ MORE

  5. 5. Parents’ perceptions about preschool children’s use of mobile devices and experiences at art museums

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

    Author : Sooyoun Kim; [2023]
    Keywords : preschool children; mobile devices; tablets; educational apps; child-computer interaction; art museums; museum learning;

    Abstract : The child–environment interaction type, which involves touching and handling part of collections and displays, is less common in art museums. In addition, art museums demand many behavioural rules from their visitors. The adult caregivers, therefore, prefer that their preschool children participate in child-friendly activity programmes. READ MORE