Dissertations / Theses on the topic 'Educational Gamification'
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Fiske, Elliot. "Polycommit: Building Better Habits Through Gamification." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1929.
Full textBehnke, Kara Alexandra. "Gamification in Introductory Computer Science." Thesis, University of Colorado at Boulder, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3743653.
Full textThis thesis investigates the impact of gamification on student motivation and learning in several introductory computer science educational activities. The use of game design techniques in education offers the potential to make learning more motivating and more enjoyable for students. However, the design, implementation, and evaluation of game elements that actually realize this promise remains a largely unmet challenge. This research examines whether the introduction of game elements into curriculum positively impacts student motivation and intended learning outcomes for entry-level computer science education in four settings that apply similar game design techniques in different introductory computer science educational settings. The results of these studies are evaluated using mixed methods to compare the effects of game elements on student motivation and learning in both formal and non-formal learning environments.
Phillips, B. Janae. "Beyond Badges: Changing the Gamification Narrative." The University of Arizona, 2015. http://hdl.handle.net/10150/556586.
Full textAbu, Dawood Sumayah Mohammadlutfi. "Students' Attitudes toward Educational Gamification in Online Learning Environments." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1505265/.
Full textRubindal, Robin. "Educational reading for youths with special needs." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-81866.
Full textÅsberg, Samira. "Social Networks in Education: A Facebook-Based Educational Platform." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93649.
Full textJacobs, Jennifer A. "Gamification in an Online Course: Promoting student Achievement through Game-Like Elements." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1468512095.
Full textIvarsson, Anette. "Digital teknik och game based learning samt gamification i de yngre åldrarna : En intervjustudie." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-409076.
Full textManzo, Daniel V. "UNDERSTANDING AND ENGAGEMENT THROUGH DYNAMIC TECHNOLOGY AND GAMIFIED LEARNING ENVIRONMENTS." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-dissertations/607.
Full textMavrommatis, George. "Adaptability and player motivation Through Content Customization: The impact of content customization in educational games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15791.
Full textRai, Dovan. "Modes and Mechanisms of Game-like Interventions in Intelligent Tutoring Systems." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-dissertations/210.
Full textMarcandali, Sabrina. "Gamificação em aplicativos para educação : estratégias para o processo educativo /." Bauru, 2020. http://hdl.handle.net/11449/192394.
Full textResumo: O acesso às novas tecnologias e ao mundo digital se faz cada dia mais necessário, visto que a informática se encontra nas diferentes atividades cotidianas do mundo moderno. O uso das tecnologias associadas a projetos educacionais propicia aos educandos uma aquisição de conhecimentos de forma mais ágil e criativa bem como a otimização dos estudos. Esta dissertação objetivou uma análise e sistematização de estratégias de gamificação em aplicativos destinados à educação. Foi abordado o uso da gamificação como ferramenta de ensino, e foram elencados os aplicativos educacionais que possuem estratégias de gamificação e como estes aplicativos podem contribuir para o processo ensino-aprendizagem. A metodologia de investigação utilizada foi o uso de aplicativos de interação educacional como o Kahoot, GoConqr, Socratic e o Duolingo, apresentando as estratégias com o intuito de facilitar a aplicação da gamificação. Fundamentado nos elementos encontrados e na teoria do Flow, foram elencadas estratégias gerais para que possam ser aplicadas nestes aplicativos, e a intenção é que esta sistematização contribua para os projetistas de aplicativos educacionais, adotando as estratégias consideradas relevantes para promover um ambiente de ensino que mantém o aluno motivado a interagir continuamente, facilitando a vida dos educadores e retendo a atenção e interesse dos educandos ao mundo tecnológico.
Abstract: Access to new technologies and the digital world is becoming more and more necessary, since information technology is found in the different daily activities of the modern world. The use of technologies associated with educational projects allows students to acquire knowledge in a more agile and creative way, as well as the optimization of studies. This dissertation aimed at an analysis and systematization of gamification strategies in applications intended for education. The use of gamification as a teaching tool was addressed, and educational applications that have gamification strategies were listed and how these applications can contribute to the teaching-learning process. The research methodology used was the use of educational interaction applications such as Kahoot, GoConqr, Socratic and Duolingo, presenting the strategies in order to facilitate the application of gamification. Based on the elements found and the theory of Flow, general strategies were listed so that they can be applied in these applications, and the intention is that this systematization contributes to the designers of educational applications, adopting the strategies considered relevant to promote a teaching environment that maintains the student motivated to interact continuously, making life easier for educators and retaining the students' attention and interest in the technological world.
Mestre
Toribio-López, Alexander, and Eduardo Robles-Rojas. "Gamificación: una estrategia educativa para mejorar la formación comercial de la fuerza de ventas." Universidad de Oriente, 2021. http://hdl.handle.net/10757/655816.
Full textThe present study aims to explore the elements and strategies that a commercial training program should contain that uses gamification as a tool that facilitates the learning process of the sales force of a Peruvian financial entity. For this, a qualitative methodology was used, using as an instrument a semi-structured interview with two Peruvian experts in gamification. Experts propose that the development of gamification in business training should align with the learning objectives, emphasize mobile technology, have a strong, clear and sustained narrative, and contain continuous elements of surprise to maintain the interest of sellers. Finally, experts agree in recommending the use of gamification as a strategy to train the sales force commercially.
Fredriksson, Anncharlotte, and Ramirez Vanessa Mårtensson. "Teacher attitudes and practices regarding the use of digital educational games for student motivation in the English language classroom." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43416.
Full textGalle, Thor. "Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280575.
Full textMed tillväxten av mobiltelefonbranschen har domänen för mobilassisterad språkinlärning (MALL) ökat alltmer. Ett stort antal språkinlärningsapplikationer har utvecklats för att stödja individers förvärv av andraspråk på olika nivåer, t.ex. genom att lära ut ordförråd och grammatik samt för att förbättra läs- och hörförståelsen. Dessa applikationer har undersökts i litteraturen och visar positiva men blandade resultat. Å ena sidan tillskrivit deras framgång delvis spelelementen. Dessa rapporteras förbättra användarupplevelsen (UX) och öka elevernas motivation. Å andra sidan kritiseras det primära förlitandet på dekontekstualiserade ordförråd och grammatikövningar. Som ett svar skapades en sådan applikation, SVT Språkplay, utvecklad av den svenska ideella föreningen Språkkraft, vilken använder TV-program som en längre form av språkligt sammanhang. Detta introducerade nya videobaserade inlärningsfunktioner. Det första syftet med denna uppsats var att börja fylla ett hål i forskningen genom att utvärdera användbarheten och användarupplevelsen av dessa funktioner. Det gjordes genom att genomföra användartester och intervjuer med sju andraspråkstudenter som använde appen för att lära sig svenska under en period av två veckor. Det andra syftet med arbetet var att förbättra användbarheten och användarupplevelsen för dessa inlärningsfunktioner genom en användarcentrerad designprocess med det slutliga målet att förbättra studentens stöd. Studiedeltagarna bestod av doktorander och studenter rekryterade från en nybörjarkurs i svenska på KTH. De representerar en demografisk nytta av att lära sig svenska för att öka deras tillgång till den svenska arbetsmarknaden. De första utvärderingsresultaten analyserades genom tillämpning av MUUX-E-ramverket, ett ramverk för att utvärdera “ u ser experience and e ducational features of m -learning e nvironments” [10] . Det visade att de grundläggande ordförrådets inlärningshjälpmedel som direkt integrerades i video upplevdes som användbara. Omvänt användes knappt alls de spelifierade inlärningsfunktionerna utanför videon. Den efterföljande användarcentrerade designprocessen förbättrades vid design av problematiska inlärningsfunktioner genom att följa principerna i MUUX-E-ramverket. Konkret utformades mer varierade kontextualiserade vokabulärövningar, fler alternativ för användaranpassning inkluderades och feedback- och framstegsmetriker som “streaks” lyftes fram. En utvärdering av designen med samma deltagare som den första utvärderingen tyder på att dessa förändringar skulle förbättra användbarheten och användarupplevelsen. Ytterligare forskning bör utvärdera en implementerad slutprodukt baserad på de föreslagna designförbättringarna i en verklig miljö. I så fall bör dess pedagogiska meriter också utvärderas. Sammanfattningsvis fann vi att videobaserade MALL-appar som Språkplay kan ge användbara och roliga språkinlärningsfunktioner.
Sandusky, Susan. "Gamification in Education." The University of Arizona, 2015. http://hdl.handle.net/10150/556222.
Full textBergqvist, Joakim, and Sebastian Breuer. "HIGH SCORE : A qualitative study on how gaming can further awareness in office environments." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160972.
Full textRios, Lucas Tadeu Rosente. "A gamificação no processo de aprendizagem de LIBRAS." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20663.
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This research aims to study the development of gamified interfaces for bilingual literacy for deaf children, with LIBRAS as their first language and Portuguese as the second language. The study on the deaf individual was motivated by the need to know better the characteristics of the target audience of this research. We ought to explore the definition of deafness, how we classify hearing loss and the deaf individual, and the characteristics of this individual, especially children, in the emotional aspects, focus and attention, and acquisition of vocabulary. The research also has the focus of studying the process of bilingual literacy of the deaf subject and the difficulties presented during the learning. Also in this context, we seek to investigate the education and the bilingual literacy process of deaf children and to point out the main characteristics and difficulties in the teaching and learning of LIBRAS as first language and Portuguese as a second language. In a second moment, the research brings to the discussion the analysis and the application of gamification within the school context. We study the application of gamification within this teaching environment, trying to understand the difficulties, needs and effective learning opportunities that the use of games can provide. Finally, we propose a reflection on the influence of the use of these technologies on the behavior and social relation of the deaf individuals, as well as the survey of the main educational technologies developed exclusively for mobile devices with the intention of teaching LIBRAS. Also in this context, through the analysis of the researched material, we try to discuss and suggest some best practices for the development of educational game interfaces for this target audience
Esta pesquisa tem o objetivo de estudar o desenvolvimento de interfaces gamificadas para o letramento bilíngue para crianças surdas, tendo a LIBRAS como primeira língua, e o português como a segunda língua. O estudo sobre o indivíduo surdo foi motivado pela necessidade de conhecer melhor as características do público alvo desta pesquisa. Procuramos explorar a definição de surdez, o modo como classificamos a deficiência auditiva e o indivíduo surdo, e as características desse indivíduo, principalmente as crianças, nos aspectos emocionais, de foco e atenção e aquisição de vocabulário, por meio dos trabalhos de Santos e Molon. A pesquisa observa também o processo de letramento bilíngue do sujeito surdo e as dificuldades apresentadas durante o aprendizado, e neste contexto, procura investigar a educação e o processo de letramento bilíngue de crianças surdas, apontando para as principais características e dificuldades no ensino e aprendizagem de LIBRAS como primeira língua e o português como segunda língua, tendo como base Sales et al. Em um segundo momento, a pesquisa traz à discussão a análise e a aplicação da gamificação dentro do contexto escolar. Assim, estudamos a aplicação da gamificação dentro deste ambiente de ensino, procurando entender as dificuldades, necessidades e oportunidades efetivas de aprendizagem que o uso dos games podem proporcionar, explorando os trabalhos de Prietch e Korte, Poter e Nielsen. Por fim, propomos uma reflexão sobre a influência do uso dessas tecnologias no comportamento e na relação social dos indivíduos surdos, fazemos um levantamento de tecnologias educacionais desenvolvidas exclusivamente para dispositivos móveis com o intuito de ensinar LIBRAS, para finalmente sugerir algumas melhores práticas para o desenvolvimento de interfaces de jogos educativos para este público-alvo
MACIEL, Gabriela Albuquerque. "Objetos lúdico-digitais educativos: uma análise de aspectos da interface voltada para o game design e a usabilidade." Universidade Federal de Pernambuco, 2017. https://repositorio.ufpe.br/handle/123456789/18434.
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A presente pesquisa tem um caráter exploratório, na qual tive como objetivo montar um modelo de analise para interface de Jogos Digitais e Gamificações Educativos referindo-me aos dois como Objetos Lúdico-Digitais de Educação, OLUDEs, partindo do Game Design e da Usabilidade e seus aspectos contribuintes para a educação. Antes de tudo, fiz um panorama geral do assunto abordado: o mercado de jogos, a história dos jogos educativos, a Gamificação, o aprendizado e a imersão. Ainda neste ponto comparei princípios de Usabilidade e Game Design, nas perspectivas de Rouse (2005), Schuytema (2008), Nielsen (1995) e Jordan (1998), para compreender em que pontos estas áreas coincidem e divergem e basear a fase de análise. Na pré-metodologia usei da metodologia de design de pesquisa de Lankoski & Björk (2015) e acrescida da meta-teoria de Morgan & Smircich (1980). Já na Análise, montei e apliquei um modelo de análise para OLUDEs, numa amostra de 16 sistemas, sendo 8 Gamificações e 8 Jogos educativos com questões em escala Likert (1932), seguidas de um campo de resposta subjetiva, podendo ser preenchido com pontos para comentário posterior. Para esta fase utilizei também Turkay & Adinolf (2012, p.3-4), Gee apud Klopfer, Osterweil & Salen (2009). Por fim, como principal resultado obtive que o modelo gerado parece ser eficiente na análise dos objetos da pesquisa nos moldes aqui delimitados, podendo também ser útil em análises de artefatos específicos, grupos de objetos de um determinado gênero, em análises de similares ao até em pesquisas de natureza quantitativa. Sobre os OLUDEs avaliados em si a principal informação adquirida foi a confirmação da suspeita de que a maior diferença entre as Gamificações e os Jogos voltados para a educação parece estar em seu foco, pois enquanto as gamificações estão mais focadas na educação os jogos o está na diversão.
This research has an exploratory character, in which I had intended to make an analysis model for Digital Games and Educational Gamification interface, naming the two as Ludic-Digital Educational Objects - OLUDEs, starting from Game Design and Usability and their contributing aspects to education. First of all, I did an overview of the subject matter: the gaming market, the history of educational games, the gamification, learning and immersion. At this point too, I compared principles of Usability and Game Design, by the follow authors: Rouse (2005), Schuytema (2008), Nielsen (1995) and Jordan (1998), to understand at what points these areas overlap and diverge and base the analysis phase. In the pre-methodology it was used the Lankoski & Björk (2015) research design methodology and increased Morgan & Smircich (1980) meta-theory. In the analysis, I set up and applied an analytical model for OLUDEs in a sample of 16 systems, 8 Gamifications and 8 Educational games with questions in Likert (1932) scale, followed by a subjective response field, which can be filled with points for further comment. For this phase I also used Turkay & Adinolf (2012, p.3-4), Gee cited Klopfer, Osterweil & Salen (2009). Finally, as the main result got that the generated model appears to be effective in the analysis of the research object in the manner herein defined, may also be useful in specific artifacts analysis, groups of a particular gender objects in similar analyzes, even in research of quantitative nature. About OLUDEs evaluated itself the main information acquired was to confirm the suspicion that the biggest difference between Gamifications and Educational Games seems to be in their focus because while gamificações are more focused on education, games are in fun.
Mata, Jodi Lane. "Teacher Perceptions of Student Engagement as Related to Technology Implementation in the Classroom." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404613/.
Full textHernández, Rentería Luis Alejandro. "Gamified layer for Google Classroom to improve the user experience and engagement of students with ADHD." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14237.
Full textPedro, Laís Zagatti. "Uso de gamificação em ambientes virtuais de aprendizagem para reduzir o problema da externalização de comportamentos indesejáveis." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-08122016-170652/.
Full textResearches in Virtual Learning Environments are getting increasing attention from the research community due to the technological advances of the last decade, the modernization of schools and teaching environments. Several studies indicate that students who use virtual learning environments improve their performance and learn more. However, there are important problems that hinder their use and need to be further investigated. Among them, one of the main problems is the inappropriate use of these systems by students. The boredom, lack of interest, monotony, lack of motivation, among other factors, ultimately causes the student to behave inappropriately when interacting with these systems. The best known improper behavior is Gaming the System, which makes the student to ignore the content to be learned and find ways to perform mechanically the activities proposed by the system. In this content, this project aims to study and define an alternative to reduce the appearance of this undesirable behaviors through the use of gamification techniques, where it can persuade the student to interact with the system in a proper way. This work presents the development of a gamified educational system (E-Game) in order to prove if the game elements can reduce the behavior such as Gaming the System, increasing the motivation in the students during the activity. The educational system was submitted to empirical experiments in real virtual learning environments, in order to get real data to analyze. Also, another educational system was developed, without the game elements, in order to get comparative data. One of the experiments was executed in a school in São Carlos city, with 60 students in the sixth grade. The results of the experiment showed that statistically there is a significative difference during the use of gamified and non-gamified educational systems. Empirically, the results proved that the externalization of undesirable behaviors decreased during the use of gamified educational systems. Furthermore, it was observed a difference in the results related to the students gender, so far not noticed in the literature. It was detected that the male gender externalized less undesirable behaviors in the gamified systems, than the female gender. On the other hand, the female gender practiced less gaming the system in the non-gamified environment, compared to the gamified environment.
Qiu, Xinyu. "A Constructivist Instructional DesignIntroducing visual programming to professional designers." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin159239515074893.
Full textShi, Hongyi M. Eng Massachusetts Institute of Technology. "Improving economics education outcomes through gamification and simulation." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119715.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 49).
Presented here is a thorough attempt to translate concepts in microeconomics to games in an attempt to improve educational outcomes at the high school and college level. Two different kinds of educational economics games are explored and described in detail, with the second having been implemented using the Unity game engine. Playtesting was done with both students and educators, in order to improve gameplay experience and ascertain how games can be best implemented within the economics curriculum. Further improvements to gameplay and educational effectiveness of the project are explored for possible future work done on the topic.
by Hongyi Shi.
M. Eng.
Selinger, David Emanuel. "Designing a Security Education Curriculum Using Gamification Principles." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1574424122762057.
Full textЩербицкий, В. В., and V. V. Shcherbitsky. "Блокчейн-технологии в решении оптимизационных задач сферы образования и проблем эффективного трудоустройства выпускников университетов : магистерская диссертация." Master's thesis, б. и, 2020. http://hdl.handle.net/10995/93450.
Full textThe relevance of the topic is due to the presence of problems in the field of education associated with economic and cultural globalization, generational change and, as a consequence, the high need to integrate new innovative technologies into the educational process. The scientific novelty of the work is characterized by the contribution to the market of information decentralized educational systems: the integration of blockchain technologies, gamification, big data into the educational process in the form of a modular educational environment as an online platform. The proposed new methodology provides ample opportunities to expand the functionality and form new tools for the interaction of key parties.
Silva, Sandro José Ribeiro da. "TRILUA: um ambiente gamificado para apoio ao ensino de lógica de programação." Universidade do Vale do Rio dos Sinos, 2016. http://www.repositorio.jesuita.org.br/handle/UNISINOS/6050.
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O desenvolvimento de habilidades de programação de sistemas computacionais é uma necessidade crescente, devido ao amplo uso de recursos computacionais nas mais diversas áreas. Ao mesmo tempo, é conhecida a deficiência existente quanto à quantidade de profissionais sendo graduados nesta área. Alguns estudos indicam dificuldades dos estudantes e ao mesmo tempo falta de metodologias adequadas como possíveis elementos contribuindo para este contexto, corroborando a necessidade de desenvolvimento de pesquisas sobre o aprendizado de linguagens de programação. Entre as possíveis soluções para este problema de motivação, o desenvolvimento de um ambiente gamificado como ferramenta de ensino para linguagens de programação vem sendo explorado em projetos de pesquisa e também em opções comerciais. Uma das deficiências observadas nestas inciativas é justamente a falta de suporte aos professores para acompanhamento da evolução dos alunos. Buscando atender esta necessidade, o presente trabalho propõe um ambiente de apoio ao ensino de lógica de programação cujo diferencial é a inclusão de recursos de análise do comportamento dos alunos, voltados para o apoio ao professor. Desta forma, o trabalho proposto alia aos jogos eletrônicos o monitoramento on-line de suas etapas, através do uso de técnicas de mineração de dados educacionais. Com base em um framework para Gamificação, foi definido e desenvolvido um ambiente Web para ensino da linguagem Lua, com aspectos de Gamificação e Mineração de Dados Educacionais. Este ambiente foi utilizado em avaliações com alunos do ensino técnico, tendo sido observados resultados promissores nos aspectos motivacionais. As avaliações envolvendo a identificação de vantagens geradas para os professores com uso dos dados sobre o comportamento dos alunos também foram positivas e indicam um bom potencial para esta abordagem.
The development of computer systems programming skills is a growing necessity, due to the wide use of computational resources in different areas. At the same time, it is known the deficiency with respect to the amount of professionals being graduated in this area. Some studies indicates difficulties of students and lack of adequate methodologies as possible elements contributing to this context, supporting the need to develop research on learning programming languages. As a possible solution to this problem of motivation, the development of a gamified environment as a teaching tool for programming languages is being explored in research projects and also commercial options. One of the deficiencies observed in these initiatives is precisely the lack of support to teachers to follow up of the evolution of students, which consists in one of the differentials of the proposed work. In this way, the work integrates to electronic games the online monitoring through the use of educational data mining techniques. Based on the framework for gamification, has been defined and developed a web environment to the Lua language teaching, with aspects of gamification and education data mining. This environment has already been tested preliminarily with technical education students, being observed promising results. A new stage of development and testing is foreseen to deepening the identification of advantages generated for teachers with the use data on the behavior of students.
Fischer, Helge, Corinna Lehmann, Hélena Gottschalk, Josefin Müller, and Matthias Heinz. "Parcours on Gamification - Ein Train-the-Trainer- Konzept zur Steigerung der Gamification-Readiness." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73898.
Full textBaldwin, Alexander, and Simon Dahlberg. "Gamification of a Physics Simulation Tool." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20205.
Full textGamification -- the use of game elements in non-game contexts -- has been shown to be an effective way of creating more enjoyable and engaging user experiences. Many applications of gamification rely on a limited subset of game elements such as points, badges and leaderboards -- techniques which have been criticised for not being representative of what makes games enjoyable. Research in psychology suggests that people are most effectively motivated by factors that appeal to their personal satisfaction, such as fun, rather than external factors such as rewards and prizes. This thesis explores the use of game design elements and related 3D technologies in the creation of a tool for the construction and simulation of physical models. The implementation of such a tool is described, focussing on the integration of game design elements that produce a fun and engaging experience for the user. A study is performed to determine the effects of the use of game elements on users’ enjoyment when interacting with the simulation tool. It was found that by appealing to themes users can relate to and which are contextually appropriate for the application, game elements can help promote an enjoyable user experience.
Trivedi, Vrinda. "Gamification Principles Applied in an Undergraduate Lecture Environment." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1584001510904202.
Full textStenmark, William, and Lanternone Sebastiano Bäcklund. "För- och nackdelar med Gamification inom utbildning." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106813.
Full textGamification is about motivating people to perform tasks using game elements in a non-game context. The use of Gamification is becoming more common within the workplace, during exercise and in education. The research done in the field of Gamification in education is increasing rapidly, but the results seem to vary. This bachelor thesis investigates the pros and cons of Gamification in an educational setting, in the hope of shedding light on the aspects that lead to the mixed result. Gamification in education is an ever-growing area and there are many indications that it will play a major role in the modern-day classroom. By conducting this study, the end goal is to contribute to an increased understanding of Gamification's role in future information systems. A literature review has been conducted which has enabled interviews with lecturers and professors who have worked with or researched in the field of Gamification. The interviews were conducted digitally and categorized after themes that were identified. The main themes were Motivation, The view of Gamification and a Foresight of the phenomenon. The future of Gamification looks bright, but there is a long road ahead as technology and research needs to catch up. This study shows that Gamification have the possibility to motivate and engage students if it is implemented correctly, but the disadvantage of the phenomenon seems to be the difficulty of succeeding with the implementation. There is a lot of different factors that needs to be in consideration when designing information system involving Gamification and understanding what really motivates students seems to be a key factor for success.
Hilton, Michael. "Improving WebIDE through Delightful Design and Gamification." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/931.
Full textParsjö, Elin. "Gamification of Education in Starting a Business: A Surveyof Support for new Entrepreneurs." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-364377.
Full textLindstedt, Marcus. "Best Practice Free-to-Play: Game Mechanics Impact on Gamification of Higher Education." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20240.
Full textAndriamiarisoa, Ralai. "Impact of Gamification on Student Engagement in Graduate Medical Studies." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5302.
Full textEklundh, My, and Margareta Angeberg. "Game on! : Gamification och dess påverkan på ordinlärning och motivation." Thesis, Stockholms universitet, Specialpedagogiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-182161.
Full textHeinz, Matthias, and Helge Fischer. "Ausgespielt?: Zu Risiken und Nebenwirkungen von Gamification." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A74132.
Full textAhlqvist, Erica. "Implementation And Evaluation of Gamification Elements In An E-learning Platform For Engineering Education." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-179759.
Full textMieure, Matthew C. "Gamification: A Guideline For Integrating and Aligning Digital Game Elements into a Curriculum." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1339096406.
Full textSilva, Marcelo Claro. "Curso online ludificado e o processo de Gamification como recurso educacional." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/18133.
Full textThis research of master s degree aims to analyze, to contextualize and to understand how the process known as Gamification is applied in game digital design techniques in business and challenges of social impact. Everybody knows the power of the game under peoples, as well as your engagement power and the motivation that fascinate the player. Based in these and in another elements, games are used to application in different contexts like in education. The aims is clear, keep educational contents more attractive, that cause pleasure during the learning, where the incentive could be natural artifices between platform and user The definition of Gamification is something too new, which has caused some confusion in their minds as to their application form. So as part of this study it was necessary to investigate other genres, such as games and serious games in education, in order to have a better understanding, and then set the look and actions in the application of Gamification
Esta pesquisa de mestrado tem como objetivo analisar, contextualizar e entender como o processo conhecido como Gamification, aplica técnicas de design digital de jogos para problemas que não jogo, como negócios e desafios de impacto social. É sabido o poder que o jogo tem e exerce sob as pessoas, seu poder de engajamento e motivação que fascina o jogador. Com base nesses e outros elementos o jogo tem servido para aplicação em outros contextos como, por exemplo, a educação. O objetivo é claro, deixar o conteúdo mais atraente, que cause prazer em realizá-lo, onde o estímulo seja uma ferramenta natural entre plataforma e usuário. A definição de Gamification é algo ainda muito recente, o que tem causado certa confusão no seu entendimento quanto a sua forma de aplicação. Por isso como parte deste estudo foi preciso investigar outros gêneros, como games na educação e serious games, para que se tenha um melhor entendimento, e posteriormente fixar o olhar e as ações na aplicação de Gamification
Bell, Kevin R. "Online 3.0---The rise of the gamer educator the potential role of gamification in online education." Thesis, University of Pennsylvania, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3635727.
Full textAs online courses become more established, there has been a clear impetus to build interactivity, personalization, and real-time feedback into courses. Faculty and course designers have cast envious eyes at video and online games that engage and enthrall players for hours and some are experimenting with gamification—a blanket term that covers all manner of attempts to build student intrinsic motivation into online courses. In this study I analyze four cases of gamified online courses at accredited institutions of higher education. I've looked at game elements the course builders are including and whether this might be a means of progress toward educational and societal goals. My conclusion is that there is potential significantly to increase student engagement in the concept of gamifying online courses. I outline areas for future study by suggesting frameworks within which gamification might be further analyzed and assessed.
Martins, Gevã Schaefer Pereira. "BROAD-PLG: modelo computacional para construção de jogos educacionais." Universidade Federal de Juiz de Fora, 2014. https://repositorio.ufjf.br/jspui/handle/ufjf/862.
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As vantagens da utilização de jogos com objetivos educacionais podem ser consideradas como um consenso entre professores e alunos. No entanto, jogos sérios constituem-se objetos multimídia complexos e caros de se produzir. A natureza multidisciplinar dos jogos educacionais pressupõe o envolvimento e coordenação de uma equipe especializada. Com o objetivo de auxiliar no desenvolvimento de jogos educacionais é proposto o modelo computacional BROAD-PLG. O modelo é composto por uma arquitetura de alto nível, modelagens de domínio baseadas em características que descrevem três diferentes tipos dos jogos educacionais, e uma ferramenta de engenharia de aplicação, que permite instanciação de um arcabouço pronto para ser utilizado no desenvolvimento desses tipos de jogos. A separação de interesses divide o domínio de jogos educacionais em conjuntos de características que englobam aspectos educacionais, mecânica de jogos e elementos de gamificação. Ao final do trabalho são construídos três exemplos distintos de aplicações demonstrando esses três aspectos. Avaliando-se os exemplos pode-se concluir que o BROAD-PLG, apesar de estar na versão inicial, demonstra grande potencial para ser utilizado como uma ferramenta tanto na forma de geração de aplicações, quanto como referência na modelagem de domínio do problema.
The advantages of using games for educational purposes can be considered as a consensus among teachers and students. However, serious games constitute complex and expensive to produce multimedia objects. The multidisciplinary nature of educational games requires the involvement and coordination of a specialized team. With the objective of assisting in the development of educational games is proposed the computational model BROAD-PLG. The model consists of a high-level architecture, domain modeling based on features that describe three different faces of educational games and application engineering tool that allows instantiation of a framework ready to be used in game development. The separation of concerns splits the domain of educational games into sets of features that include educational aspects of game mechanics and gamification elements. At the end of the work three different application examples are constructed demonstrating these three aspects. In reviewing the examples it can be concluded that the broad-PLG despites being in the initial stage shows great potential to be used as a tool in generating applications as reference in modeling the problem domain.
Cueva, Carrión H. (Henry). "The use of Minecraft to foster creativity, collaboration and motivation through game-based learning and gamification." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201811103019.
Full textFischer, Helge, Matthias Heinz, Lars Schlenker, and Fabiane Follert. "Gamifying Higher Education. Beyond Badges, Points and Leaderboards." TUDpress, 2016. https://tud.qucosa.de/id/qucosa%3A33950.
Full textBardwell, Tina. "Gamification with leveling up: Effects on learning science and motivation toward learning science." Otterbein University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=otbn1592234236072612.
Full textEnglund, Henrik, and Olle Ramberg. "Meningsfull gamification i e-Learningtjänster : En undersökning om lärande online." Thesis, Uppsala universitet, Institutionen för informatik och media, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355032.
Full textInom utbildning har e-Learningtjänster tagit vid med miljontals aktiva användare av tjänster. Dessa e-Learningtjänster använder sig ofta av element av gamification för att illustrera moment och motivera sina användare. Vi undersöker hur gamification appliceras i tre undersökta tjänster och analyserar i vilken mån denna förhåller sig till Scott Nicholsons teori och ramverk RECIPE för meningsfull gamification. Teorin beskriver hur gamification kan användas för att inge en inre motivation och ett meningsfullt engagemang hos användare. Den ämnar undvika omdiskuterade fallgropar inom ämnesområdet såsom beroendeframkallande, tanklös poängutdelning. Vi undersöker i vilken omfattning de tre tjänsterna använder sig av meningsfull gamification utifrån ramverkets diverse koncept. Genom utförlig instudering av teorin och undersökning av tidigare forskning inom ämnet har vi konstruerat en bedömningsskala som illustrerar vilken funktionalitet som bör finnas för att helt, delvis och ej uppfylla koncepten i Nicholsons ramverk. Vi har sedan beskrivit tjänsternas funktionalitet och applicerat teorin på de undersökta delarna för att konkretisera, analysera och jämföra de element som i olika grad uppfyller meningsfull gamification enligt Nicholson. Vi har inte utfört tester som visar om de undersökta elementen faktiskt inger inre motivation och meningsfullt engagemang. Resultaten visar att de undersökta delarna saknar många av de element som vi bedömt ska finnas med för att uppfylla RECIPEs diverse koncept. Tjänsterna varierar i vad som uppfylls och i viss mån på vilket sätt. Konceptet Information var den enda i teorin som uppfylldes helt av samtliga undersökta tjänster där kraven bland annat är tydliga beskrivande framstegsindikationer samt upplysande om användningsområden för den utgivna informationen. Vi kommer fram till att samtliga tjänster saknar aspekter som möjliggör uppfyllandet av RECIPEs alla koncept. Studien ger en inblick i vad som krävs för att enligt Nicholsons teori uppnå meningsfull gamification genom konkretisering och analyseringen av funktionalitet. Vi anser dock att på grund av nödvändiga subjektiva bedömningar och studiens begränsade omfång samt avsaknaden av tester att studiens och temats fulla potential hämmas. Fortsatt forskning är nödvändig för att avgöra validiteten av studien samt om appliceringsområden för teorin leder till verklig meningsfull gamification. Vi diskuterar vidare kring teorin och allmänt om lärande av denna natur i kapitlet Diskussion.
Erlandsson, Vilma, and Elsa Ivarson. "Augmented reality and gamification in higher education : Designing mobile interaction to enhance students’ intrinsic motivation and learning." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22277.
Full textFramväxten av förstärkt verklighet och gamification inom högre utbildning har fått betydande relevans på grund av dess beprövade användbarhet i lärandemiljöer. Tidigare forskning har undersökt dessa tekniker separat vilket visat lovande resultat, däremot vet man mindre om effekten av att kombinera förstärkt verklighet med spelifiering i högre utbildning. Denna artikel syftar till att konceptualisera, designa och utvärdera effekterna av förstärkt verklighet och spelifiering på studenters intrinsiska motivation och lärande vid användning av kurslitteratur. Resultaten från ett webbaserat experiment med 95 studenter visar att användningen av förstärkt verklighet ökar studenternas intrinsiska motivation i jämförelse med förekommande arbetssätt som digitalt föreläsningsmaterial. Kombinationen av förstärkt verklighet och spelifiering visade ingen effekt på studenternas intrinsiska motivation eller lärande. Resultaten kan utgöra grund för ytterligare forskning om spelifiering i högre utbildning och stödja författare vid utformningen av förstärkt verklighet i framtida kurslitteratur.
Smith, Annique Elizabeth. "Facilitating intrinsic motivation in tertiary education through gameful design." Diss., University of Pretoria, 2018. http://hdl.handle.net/2263/66671.
Full textDissertation (MIS)--University of Pretoria, 2018.
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Hritiu, Ileana Bianca. "Formação de ERP utilizando gamificação." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19364.
Full textO investimento das empresas na formação dos seus trabalhadores tem sido cada vez maior com o objetivo de aumentar a vantagem competitiva no mercado. A necessidade de o capital humano estar atualizado e informado leva a que exista uma maior partilhar do conhecimento entre os colaboradores da empresa de forma a aumentar a sua produtividade no trabalho e prestar melhores serviços aos clientes. Neste sentido, as organizações que prestam serviços de formação deparam-se com a dificuldade de motivar e cativar os formandos nas formações em formato presencial bem como em e-learning. Com o presente projeto pretende-se encontrar uma solução para o problema identificado que passa pela utilização de gamificação como meio de envolver e incentivar os formandos a concluir as formações e alcançar melhores resultados. De forma a atingir este objetivo, são apresentadas as características de um sistema gamificado e uma framework para a implementação. Neste contexto, foi desenvolvido um protótipo gamificado e testada a sua aplicabilidade à formação certificada em e-learning. Os resultados obtidos evidenciam que a utilização de componentes de gamificação nas formações influencia positivamente a motivação e o envolvimento dos formandos.
Nowadays, companies continuously increase the amount of money they spend on employee development, with the purpose of boosting their competitive advantage in the market. Workforce is being demanded to obtain industry relevant know-how as well as awareness to be able to adapt to changing legal requirements, which require companies to transfer vital knowledge to their employees in order to expand on the job productivity and offer higher quality services. Therefore, organizations that provide employee development services come across with difficulty in motivating and winning employees both in person and in e-learning environments. The goal of this project is to identify the solution to above raised issue, which results in using gamification as a mean of involving and incentivizing employees to finish the development program and achieve best results. In order to attain this objective, characteristics of a gamification system as well as implementation framework are presented. Furthermore, a prototype was developed and the suitability was tested in certified e-learning setting. The results highlight the positive influence of various gamification components on student involvement and motivation.
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Johansson, Emma. "Applying Gamification to a Mobile Application to Motivate Children to Learn Math." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-301618.
Full textAtt förstå matte är en viktig del av skolgången, samtidigt kan det ofta vara ångestframkallande för barn som anser att ämnet är svårt att greppa. Ett sätt att uppmuntra barn att lära sig matte är att implementera spelelement i så kallade ”Technology-Enhanced Learning” (TEL)-system. Dock måste designers ha i åtanke vad som motiverar barn att använda sådana system för att bättre kunna uppmuntra dem att lära sig matte. Målet med denna uppsats var därför att undersöka huruvida spelelement kan implementeras i designen av en mobil TEL-applikation, i vårt fall Albertapplikationen, för att motivera barn att lära sig matte. Detta undersöktes genom att designa att koncept fokuserat på avatarer för Albert, och låta användare mellan åldrarna 10 och 12 utvärdera det. Designprocessen följde Double Diamond-modellen, och spelelementen designades utefter tre ”core drives” från Octalysis-ramverket. Resultaten visade att det är mer sannolikt att barn som gillar matte blir mer motiverade av det presenterade konceptet, än barn som har en mer negativ inställning gentemot ämnet. Vi kunde dra slutsatsen att en kan motivera barn att lära sig matte genom att inkludera avatarism i en TEL-applikation.