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1

Fiske, Elliot. "Polycommit: Building Better Habits Through Gamification." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1929.

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Computer-assisted learning is older than Turing machines, and constantly evolves as technology improves. While some teachers are resistant to using technology in the classroom, “e-learning” techniques are becoming more common in almost every school, from K-12 to universities. As technology becomes more widespread, it becomes crucial to examine the various methodologies of computer-assisted learning and find the techniques that are most effective. This paper explores the effectiveness of one such methodology, spaced repetition. This technique applies to homework assignments available to students online. We include an exploration of several existing apps that use this technique, and introduce our own novel app, Polycommit. Polycommit was developed for use with several Cal Poly classes and was deployed during the first half of the Spring 2017 quarter. With careful attention to user feedback, we created a tool that motivated students to form better study habits. While our results do not show statistically significant improvement to student grades, this tool gives insight into how modern technology and gamification can be leveraged to create an engaging app that encourages positive study habits, and gives us a platform to develop future applications concerning gamification.
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Behnke, Kara Alexandra. "Gamification in Introductory Computer Science." Thesis, University of Colorado at Boulder, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3743653.

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This 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.

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Phillips, B. Janae. "Beyond Badges: Changing the Gamification Narrative." The University of Arizona, 2015. http://hdl.handle.net/10150/556586.

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Gamification is now a household word, but it remains at the top of the lists of emerging technology and expected trends for the future of instructional design. If this is true, how can we take gamification to a level beyond badges and points? This paper argues that narrative is a key element that has not yet been fully realized in gamification, reviewed through its prior successes in entertainment-education, game-based learning, project-based learning, and digital storytelling. It suggests that Alternate Reality Games may be the true future of gamification as we know it today.
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Abu, 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/.

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This study explored undergraduate and graduate students' attitudes toward the pleasurability of educational gamification in online learning environments. The study is a sequential explanatory mixed-methods research that investigated students' attitudes quantitatively, then qualitatively. In the quantitative phase, an online survey, the Pleasurable Learning Experiences scale (PLLEXs), was administrated at one of the largest public southwestern universities in the U.S. (N = 119). The qualitative phase involved conducting eight semi-structured interviews with selected participants. The PLLEXs uses a 4-point Likert scale that encompasses 4 subscales: (a) Preferences for Instructions, (b) Preferences for Instructors' Teaching Styles, (c) Preferences for Activities, and (d) Preferences for Learning Effectiveness. A series of analyses of variances (ANOVAs) were used to identify predictors of students' overall attitudes toward educational gamification. The main findings were: (a) students had strong preferences toward educational gamification with Preferences of Instructions rated the highest subscale and Preferences for Activities rated the lowest subscale, (b) major was a statistically significant predictor of students' attitudes toward educational gamification, (c) international students had statistically significant lower preferences toward educational gamification compared with U.S. domestic students, (c) online learning experiences measured by the number of previous online courses and the number of hours spent weekly on computers for academic-related work were statistically significant predictors of students' attitudes toward educational gamification, (d) instructor's feedback was the most important aspect and online collaboration was the most challenging aspect in online learning environments, and (e) the use of multimedia in LMSs can support or hinder teaching and learning activities.
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Rubindal, 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.

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Children with intellectual disabilities often struggle with reading, and traditional ways of learning can be frustrating and difficult. This thesis investigates the ability to adapt gaming as a more creative and engaging way for these children to practice sentence structure and reading comprehension. The result is a prototype that makes use of reading scenes mixed with interactive scenes where the user gets to build sentences through different game mechanics such as drag & drop, marking of words and point & click. Depending on what sentence is built, the story changes. The overall evaluation feedback of this prototype is positive and that it has potential but would require further work since reading is a complex activity and the reading levels of children with special needs are very individual.
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Åsberg, 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.

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Social networking sites are among the most popular daily activities of students these days. Students are mostly using social networking sites for communication and sharing of their experiences. Facebook is an example of a social networking site, which supports additional features such as creating a profile page, creating group pages and supports possibility of implementing different integrated application with Facebook. These features improve the Facebook experience, allowing users to form groups, where they can introduce ideas and concepts, which can be shared and discussed in a structured style. For this thesis we have created a new learning management system by implementing an online educational platform within a Facebook context. This work introduces a new, complementary style of education, where students can improve their knowledge and sociality outside the university in an innovative way. The platform takes advantage of gamification, which introduces game-like elements to concepts such as education and learning management systems, to make them more fun and rewarding. The goal of this thesis is to extend the educational border to an interesting online environment where students can learn, communicate, and examine their knowledge globally in different courses within our application platform in Facebook.
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Jacobs, 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.

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Ivarsson, 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.

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The aim of the study was to explore preschool teachers and preschool pre-service teachers approaches to gamification, game based learning and digital technology in early childhood education. The theoretical framework in the study is based on Mishra and Koehler's (2006) Technological Pedagogical and Content Knowledge (TPACK) theory. The method for the study was individual interviews and focus group interview. The results show that the area is relatively unknown to the participants in the study, as their focus when using digital technology is on documentation of preschool activities as well as searching for facts about various subject areas. Personal attitudes and values are of great importance for how digital technology is used in early childhood education. The results also show a lack of knowledge in teaching with digital technology, game based learning and gamification. Further research in the area is needed to support active preschool teachers to develop their didactic approach and to find ways to work with digital technology, game based learning and gamification.
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Manzo, Daniel V. "UNDERSTANDING AND ENGAGEMENT THROUGH DYNAMIC TECHNOLOGY AND GAMIFIED LEARNING ENVIRONMENTS." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-dissertations/607.

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As technology becomes more integrated in the classroom, more research is needed to examine its effects on engagement and learning. It is important that we fully explore how students interact with learning technologies and the affordances that these technologies bring to improve engagement and student learning. In this dissertation, I explored the benefits and drawbacks of using dynamic technology in the classroom as an instructional system, support structure, and assessment tool. Iterative design cycles were used to improve the accessibility and user experience of several dynamic technologies in the classroom. Additionally, the incorporation of gamified elements such as points and leaderboards were explored. Preliminary data suggests that gamified elements could lead to higher engagement and elicit behaviors associated with learning. As a result, a series of 4 randomized controlled trials were conducted that explored the intersection of gamification, engagement, and learning. This dissertation is a compilation of those studies with a focus on the development and improvement of learning platforms through an iterative design process and the incorporation of gamified elements. Based on the findings and implications of these studies, several new technologies were designed, developed, and implemented to include these gamification techniques and provide data for both educators and researchers. Recommendations for potential usage and future research are discussed.
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Mavrommatis, 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.

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Serious games can be used for a vast amount of different purposes and they change the way we think, learn, and entertain ourselves. The focus of this paper will be more about learning or educational games and how the adaptation of content through personalized preferences can be of an importance for capturing the user’s interest and retaining their motivation. The aim of this paper is to highlight the importance of the content adaptation of a serious game target group in order to maintain their motivation to achieve the learning outcome. The players of serious games usually have a goal or motivation prior to begin playing a game. Those goals may include the learning of a new language or increasing one's geography or math skills. By adapting the content of a serious game to the level of knowledge of a player or giving the player the opportunity to choose in what field they would like to increase their knowledge in, could be a factor to maintain the player motivation up until the goal of the player is achieved. In this paper, an adaptive educational game has been developed to examine whether a target group with personalized content will indicate a higher motivation to play the game than another group which will be playing the direct version of the game without any personalized content.
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Rai, Dovan. "Modes and Mechanisms of Game-like Interventions in Intelligent Tutoring Systems." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-dissertations/210.

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While games can be an innovative and a highly promising approach to education, creating effective educational games is a challenge. It requires effectively integrating educational content with game attributes and aligning cognitive and affective outcomes, which can be in conflict with each other. Intelligent Tutoring Systems (ITS), on the other hand, have proven to be effective learning environments that are conducive to strong learning outcomes. Direct comparisons between tutoring systems and educational games have found digital tutors to be more effective at producing learning gains. However, tutoring systems have had difficulties in maintaining students€™ interest and engagement for long periods of time, which limits their ability to generate learning in the long-term. Given the complementary benefits of games and digital tutors, there has been considerable effort to combine these two fields. This dissertation undertakes and analyzes three different ways of integrating Intelligent Tutoring Systems and digital games. We created three game-like systems with cognition, metacognition and affect as their primary target and mode of intervention. Monkey's Revenge is a game-like math tutor that offers cognitive tutoring in a game-like environment. The Learning Dashboard is a game-like metacognitive support tool for students using Mathspring, an ITS. Mosaic comprises a series of mini-math games that pop-up within Mathspring to enhance students' affect. The methodology consisted of multiple randomized controlled studies ran to evaluate each of these three interventions, attempting to understand their effect on students€™ performance, affect and perception of the intervention and the system that embeds it. Further, we used causal modeling to further explore mechanisms of action, the inter-relationships between student€™s incoming characteristics and predispositions, their mechanisms of interaction with the tutor, and the ultimate learning outcomes and perceptions of the learning experience.
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Marcandali, Sabrina. "Gamificação em aplicativos para educação : estratégias para o processo educativo /." Bauru, 2020. http://hdl.handle.net/11449/192394.

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Orientador: Vânia Cristina Pires Nogueira Valente
Resumo: 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
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13

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.

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El presente estudio tiene como objetivo explorar los elementos y estrategias que debería contener un programa de formación comercial que utilice la gamificación como una herramienta que facilite el proceso de aprendizaje de la fuerza de ventas de una entidad financiera peruana. Para ello, se utilizó una metodología cualitativa, utilizando como instrumento una entrevista semiestructurada a dos expertos peruanos en gamificación. Los expertos proponen que el desarrollo de la gamificación en la formación comercial debe alinearse a los objetivos de aprendizaje, enfatizar en la tecnología móvil, tener una narrativa sólida, clara y sostenida, y contener elementos continuos de sorpresa para mantener el interés de los vendedores. Finalmente, los expertos coinciden en recomendar el uso de la gamificación como una estrategia para formar comercialmente a la fuerza de ventas.
The 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.
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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.

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The purpose of incorporating digital educational games in educational settings is to engage the students' desire to learn. The aim of the syllabus for upper secondary school, as expressed by Skolverket (2011) is to support the students for lifelong learning and in order to do so, motivation is needed. However, a problematic gap can be found between “games” and “formal education” which are two different concepts which cross paths in this study. One path shows the foundation of the Swedish steering documents, and the other displays the motivational aspects of implementing digital educational games in educational settings. This qualitative research uses questionnaire surveys with structured questions and semi-structured follow-up interviews via email in order to examine to what degree digital educational games can be implemented in the English 6 classroom. It investigates the effectiveness of digital educational games in regard to English teaching and teachers’ attitudes and beliefs. The results display different approaches teachers could take when incorporating digital educational games in their classroom but also show significant factors such as teachers' experiences in the digital classroom. The research concludes that digital educational games can be used to encourage student motivation and in the teaching practices of upper secondary school teachers in Malmö. This is therefore an important area that should be further researched to ensure that teachers receive sufficient guidance and experience for using digital educational games in the English classroom.
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Galle, 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.

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With the rise of the smartphone industry, the domain of mobile-assisted language learning (MALL) has increasingly grown. A large number of language learning applications have been developed aiming to support individuals’ second language acquisition on various levels, e.g., by teaching vocabulary and grammar to improve reading and listening comprehension. The viability of these applications has been examined in literature and shows overall positive but mixed results. On one side, their success is partly attributed to gamified design elements. These are reported to improve the user experience (UX) and boost learners' motivation. On the other side, the primary reliance on decontextualized vocabulary and grammar exercises is criticized. In response, one such application, SVT Språkplay developed by the Swedish non-profit Språkkraft, incorporated television programs as a longer form of context. This introduced novel video-based learning functions. The first aim of this thesis was to start filling a gap in research by evaluating the usability and user experience of these functions. This was performed through user tests and interviews with seven second language students who used the app to learn Swedish over a period of at least two weeks. The second aim of the thesis was to improve the usability and user experience of the problematic learning functions through a user-centred design process with the ultimate goal to improve learner support and vocabulary acquisition outcomes. The study participants consisted of doctoral researchers and students recruited from a basic Swedish course at KTH. They represent a demographic that benefits from learning Swedish to improve their job opportunities. The initial evaluation results were analysed through the lens of the MUUX-E theoretical framework [10] , a framework for evaluating the “user experience and educational features of m-learning environments”. The evaluation showed that the core vocabulary learning aids directly integrated into the video watching experience were perceived as useful. Conversely, the gamified learning functions outside of the video watching experience were found to be scarcely used as intended. The subsequent user-centered design process improved upon the design of problematic learning functions by adhering to the principles of the MUUX-E framework. Concretely, more varied contextualized vocabulary exercises were designed, more options for user customization were included and feedback and progress metrics such as “streaks” were highlighted. An evaluation of the design with the same participants as the initial evaluation suggests that these changes would improve the usability and user experience of the application. Further research should evaluate an implemented end-product based on the proposed designs in a real-life setting. In that case, its pedagogical merit should also be evaluated. In summary, this thesis found that mobile video-based MALL apps such as Språkplay can provide usable and enjoyable language learning functions.
Med 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.
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Sandusky, Susan. "Gamification in Education." The University of Arizona, 2015. http://hdl.handle.net/10150/556222.

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Gamification in education is an up and coming idea. This paper will look at what gamification is and the effects of gamification on student motivation, homework, and assessment. Intrinsic and extrinsic motivation is discussed and the effects gamification has on both types. Learners use intrinsic motivation when first completing a gamified lesson, however, some learners turned their motivation to extrinsic motivation after a period of time. The future of gamification in e-learning is also, although brief, discussed.
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Bergqvist, 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.

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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. To understand if companies could benefit from gamification, this study looked at how employees’ professional backgrounds, social interaction and context during a game experience can influence employees’ awareness of the organization. In order to do that, a digital game that portrayed the supply chain process of an industrial company and focused on specific key aspects was built and tested with 17 employees in a large international organization. The results show that digital games can further both awareness of the organization by letting employees play and experience key aspects of the delivery process. The most noticeable increase in awareness were with the participants whose work is not directly involved in the supply chain.
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Rios, 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
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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.
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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/.

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The challenges of at-risk students are not new. Newspaper articles from the 1860s presented information about communities seeking to help students to complete school and find employment to provide a livable wage. Today's solutions focus on legislation intended to affect societal change and provide equitable opportunities for at-risk students. Much research regarding how to improve academic outcomes for at-risk students addresses high school level, identifying those factors that encourage secondary learners to remain in school. However, less work has been done investigating whether earlier intervention can obviate later retention efforts by improving students' learning outcomes in the elementary grades. In this vein, engagement is a factor found to positively influence learning, particularly when students are actively engaged with instructional content. Technology can facilitate such interactions between students and content; however, research is needed to better understand the relationship between student engagement and technology, particularly with at-risk students in elementary settings. Seeking to address the gap, this qualitative study examined the occasion of a fifth-grade school that recently implemented 1:1 technology. Using a case study approach, researchers explored the effects of the 1:1 Chromebook implementation on teacher-perceived student engagement at the elementary level. This study sought to better understand how this school technology application influenced student engagement including constructs such as relevance, novelty, and gamification. Teachers in the study expressed that their students' engagement levels increased with Chromebook use. They identified relevance, autonomy, and novelty as reasons for students' engagement with the technology.
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Hernández, 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.

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The implementation of a Course Management System into an educational institution oriented to students with learning disabilities such as ADHD,  represents a big challenge since these students experience persistent impairments in attention (or concentration) that impact negatively on their learning outcomes, engagement and motivation. It’s crucial to adapt and enhance these environments having in consideration the students’ special learning needs, in order to improve their user experience and engagement during their learning process. This thesis address the design and development of gamified layer that brings a current analog gamification practice into a Course Management System Environment, Google Classroom (GC). The prototype developed retrieves, transforms and shows the GC data in form of game elements such as points, badges, and progress bars, among others. After using the prototype during three weeks, the students showed an easy familiarization with the gamified layer of GC and an active participation and persistence during their course activities.
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Pedro, 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/.

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Os ambientes virtuais de aprendizagem estão cada vez mais populares e estão recebendo cada vez mais atenção das pesquisas acadêmicas devido ao avanço tecnológico na última década e na modernização das escolas e ambientes de ensino. Diversos estudos apontam que alunos que utilizam sistemas educacionais melhoram o seu desempenho e aprendem mais. Entretanto, problemas importantes que dificultam sua utilização ainda precisam ser investigados. Dentre eles, um dos principais problemas encontrados é o uso inadequado destes sistemas por parte dos alunos. O tédio, desinteresse, monotonia, a falta de motivação, entre outros fatores, acabam por fazer com que o aluno se comporte inadequadamente ao interagir com o sistema. O comportamento inadequado mais conhecido é trapacear o sistema (do Inglês \"gaming the system\"). Ao externalizar este comportamento, o aluno tenta identificar formas de resolver os exercícios mecanicamente, sem levar em consideração o que precisa ser aprendido. Nesse contexto, esse trabalho tem por objetivo estudar e definir uma alternativa para diminuir o comportamento indesejável nos sistemas por meio do uso de técnicas de Gamificação. Essas técnicas permitem \"persuadir\" o aluno a interagir de forma correta com o sistema. Este trabalho apresenta o desenvolvimento de um sistema educacional gamificado (E-Game) a fim de comprovar se os elementos de jogos auxiliam na diminuição de comportamentos como gaming the system nos alunos, aumentando a motivação deles durante a atividade. O sistema educacional foi submetido a experimentos empíricos em ambientes reais de aprendizagem para que fosse possível obter diferentes tipos de dados para análise. Dessa forma, um outro sistema educacional foi desenvolvido, sem técnicas de gamificação, a fim de obter dados comparativos. Um experimento foi realizado numa escola estadual de São Carlos com o total de 60 alunos. Observou-se, a partir do experimento, que há uma diferença estatisticamente significativa quando se usa os sistemas gamificado e não gamificado. Empiricamente, os resultados comprovam que há uma diminuição do comportamento externalizado gaming the system com o uso de sistemas educacionais gamificados. Além disso, foi observada uma diferença nos resultados relacionada aos gênero dos alunos, até então desconhecida pela literatura. Foi detectado que o gênero masculino externalizou menos trapaças durante o uso do sistema educacional gamificado, em relação ao gênero feminino. Por outro lado, o gênero feminino externalizou menos trapaças no ambiente não gamificado, em comparação ao ambiente gamificado.
Researches 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.
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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.

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Shi, 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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This 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.
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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.

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Щербицкий, 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.

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Актуальность темы обусловлена наличием проблем в сфере образования, связанных с экономической и культурной глобализацией, сменой поколений и, как следствие, – высокой необходимостью интеграции новых инновационных технологий в образовательный процесс. Научная новизна работы характеризуется вкладом в рынок информационных децентрализованных образовательных систем: интеграция блокчейн-технологий, игрофикации, больших данных в образовательный процесс в форме модульной образовательной среды как онлайн-платформы. Предложенная новая методология представляет широкие возможности к расширению функционала и формированию новых инструментов взаимодействия ключевых сторон.
The 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.
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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.
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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.

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Der Parcours on Gamification (PonG) ist ein gamifiziertes Train-the-Trainer-Konzept und adressiert die Zielgruppe der Pädagoginnen und Pädagogen. PonG verfolgt das Ziel, die Lernmotivation durch den Einsatz von Gamification(elementen) zu steigern und hierdurch einen erhöhten Lernoutput sowie eine individuelle Lernerfahrung zu ermöglichen. Anhand gamifizierter Stationen wird in PonG den Teilnehmenden das Thema Gamification nähergebracht, es werden Einsatzszenarien betrachtet ebenso wie das pädagogische Mindset, Gamification-Readiness, das es für die Entwicklung und Ausführung eines kreativen Lern- und Spielraumes benötigt. Der vorliegende Beitrag fokussiert die konzeptuelle Entwicklung des Parcours on Gamification sowie einen Einblick in dessen einzelne Spielstationen.
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Baldwin, 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.

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Gamification -- bruket av spelelement i icke-spelsammanhang -- har visat sig vara ett effektivt sätt att skapa mer underhållande och engagerande användarupplevelser. Många tillämpningar av gamification förlitar sig på en begränsad delmängd av spelelement som poäng, emblem och resultatlistor -- tekniker som kritiserats för att inte vara representativa för vad som gör spel underhållande. Forskning inom psykologin indikerar att personer blir mest effektivt motiverade av faktorer som vädjar till deras personliga tillfredsställelse, såsom nöje, snarare än externa faktorer som belöning och priser. Detta arbete utforskar bruket av speldesignelement och relaterade 3D-teknologier i utvecklingen av ett verktyg avsett för att skapa och simulera fysikaliska modeller. Implementationen av ett sådant verktyg beskrivs med fokus på integrationen av speldesignelement vilka bidrar till en underhållande och engagerande upplevelse för användaren. En studie utförs för att validera effekten av bruket av spelelement på användarnas nöje när dessa interagerar med simulationsverktyget. Det observerades att genom att använda teman som användaren kan relatera till och som är kontextuellt passande för applikationen i fråga kan spelelement förstärka en njutbar användarupplevelse.
Gamification -- 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.
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Trivedi, Vrinda. "Gamification Principles Applied in an Undergraduate Lecture Environment." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1584001510904202.

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Stenmark, 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.

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Gamification handlar om att motivera människor till att genomföra uppgifter med hjälp av spelelement i en icke-spelkontext. Användningen av Gamification blir allt vanligare på arbetsplatsen, under träning och inom utbildningen. Forskningen som inriktar sig på Gamification inom utbildning ökar snabbt, men resultaten verkar variera. Den här kandidatexamen undersöker de för- och nackdelar som Gamification medför i en utbildningskontext i hopp om att belysa de aspekter som leder till det varierande resultatet. Gamification inom utbildning är ett ständigt växande område och mycket tyder på att det kommer spela en stor roll i det moderna klassrummet. Förhoppningen med den här studien är att bidra till en ökad förståelse för Gamifications roll inom framtida informationssystem. En litteraturstudie har genomförts och har legat till grund för insamling av empiri som genomfördes i form av intervjuer. Deltagare i studien bestod av universitetslektorer och professorer som har arbetat med eller forskat inom området Gamification. Intervjuerna genomfördes digitalt och kategoriserades efter ett antal teman som identifierades. Huvudkategorier var Motivation, Syn på Gamification och Framtidssyn av fenomenet. Framtiden för Gamification ser ljus ut, men för att nå dit måste tekniken och forskning först komma i kapp.  Den här studien stärker påståendet om att Gamification har möjligheten att motivera och engagera studenter om det implementeras på ett korrekt sätt, men belyser även nackdelen med fenomenet vilket är svårigheten att lyckas med en framgångsrik implementation där ett misslyckande i stället kan leda till motsatta effekter. Det finns många olika faktorer som måste beaktas när man utformar informationssystem som involverar Gamification och att förstå vad som verkligen motiverar studenter verkar vara en nyckelfaktor till ett framgångsrikt resultat.
Gamification 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.
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Hilton, Michael. "Improving WebIDE through Delightful Design and Gamification." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/931.

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WebIDE is a web-based online learning environment. WebIDE has been used successfully to teach CS0 and CS1 students Java and C concepts and software engineering best practices, specically Test Driven Development. Previous Web- IDE development has concentrated on developing functionality. The main goal of this eort is to improve two non-functional aspects of WebIDE. The rst is to design a more delightful user interface. The second is to add a scoring mecha- nism that encourages students to develop best practices. The scoring mechanism rewards students who answer the question correctly on the rst attempt, dis- couraging them from spamming the answer button. Our objective is to motivate the students to think before answering. The innovations are evaluated through a semi-controlled experiment that was conducted during the Fall quarter of 2012 at Cal Poly.
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Parsjö, 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.

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This thesis project aims to survey current support for new entrepreneurs in Sweden,and users of a potential educational system in starting a business. The survey is intended to act as support for the design of a system that applies gamification to education in starting a business. By conducting interviews with experienced entrepreneurs and performing a thematic analysis of the interviews, strengths and weaknesses of knowledge possessed by entrepreneurs and support available to them is identified. Personas and scenarios are created based on the interviews, thematic analysis and background on entrepreneurship in Sweden, in order to provide a further understanding of the users of the system. Ultimately, recommendations for how gamification can be applied to the system are provided based on identified learningdomains, user requirements and user motivation. Notable in the results is that adaptability for different users is an essential design requirement for the system. The thesis project concludes that there is a need for improvement of support for startinga business and that gamification can be beneficial for the design of an educational system in starting a business.
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Lindstedt, 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.

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This thesis investigates the game mechanics utilized in popular free-to-play games and how these mechanics can be used within a gamified system to attempt to affect student retention at higher educational institutes. Free-to-play has become a highly popular revenue model within the game development industry due its ability to attract a larger player base.Several games were chosen for analysis and a game design document was created based upon the findings within this analysis. An application was then developed and used in a case study to evaluate the design. Results found that implementing successful mechanics into a gamified system could positively affect the motivational levels of students.
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Andriamiarisoa, Ralai. "Impact of Gamification on Student Engagement in Graduate Medical Studies." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5302.

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Rapid technological advances have created major societal changes, transformed business sectors, and revolutionized enterprises. In contrast, the curricular structure of medical education has remained unchanged for the last 100 years, and, for the most part, medical education has been reluctant to embrace the use of technology. The prevalent pedagogical model is reliant on rote memorization. The conceptual framework that informed this study was the user-centered framework for meaningful gamification. This framework's components are organismic integration theory, situational relevance, situated motivational affordance, and the universal design for learning. This quantitative study focused on key research questions related to identifying whether significant increases occurred over time in cooperative learning, cognitive level, and personal skills 'the dependent variables' when using a gamified learning method-the independent variable. The validated Student Engagement Survey was used to collect data from second-year medical students in a Southern California medical school, with N = 64. A repeated measures MANOVA with follow-up univariate ANOVAs was used, and statistical results indicated that there were significant differences over time in cooperative learning, cognitive level, and personal skills when using gamified learning methods. This research was conducted over a period of 3 months, divided into 3 Time Periods (TP). For all three variables, significant increases were noticed between TP 1 and TP 2, followed by significant decreases between TP 2 and TP 3. These findings pointed to the fact that more studies are needed to better understand whether certain types of gamification implementations are detrimental to student engagement in medical education, or whether more sound design principles ought to be explored to produce effective gamified learning components that could positively impact student engagement in medical education.
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Eklundh, 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.

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37

Heinz, Matthias, and Helge Fischer. "Ausgespielt?: Zu Risiken und Nebenwirkungen von Gamification." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A74132.

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Unser Alltag wird zunehmend von Technologien geprägt, die an unserer natürlichen Lust am zufälligen Spiel ansetzen (Šimůnková, 2018). Schule, Arbeitsplatz, Gesundheitswesen, Reisen, Marketing und Freizeitaktivitäten werden gamifiziert (Kopeć & Pacewicz, 2015). Wissenschaftlich wird dies durch die vielen Studien der letzten Jahre sichtbar. Dabei ist festzustellen, dass sich diese Studien vor allem auf die Evaluation einzelner Projekte beziehen und meist nur positive Ergebnisse ausweisen (Koivisto & Hamari, 2019; Majuri, Koivisto & Hamari, 2018). Zudem wird in der Literatur Gamification fast ausschließlich aus einer positiven Position heraus diskutiert (Hinton, 2018). Wenn sich ein Trend etabliert, ist es jedoch wichtig diesen kritisch zu hinterfragen und mögliche Risiken und negative Nebenwirkungen zu kennen. Gerade im Kontext der Anerkennung von Computerspielsucht (gaming disorder) als Krankheit durch die Weltgesundheitsorganisation (World Health Organization, 2018), des Planes zur Einführung eines landesweiten Social Credit Systems in der zweitgrößten Volkswirtschaft der Welt (Kostka, 2019) sowie von Kreditkarten als spielerisches Zahlungsmittel zur Messung des CO₂-Fußabdruckes basierend auf Einkäufen (Andersson, 2020) scheint dies notwendiger denn je.
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Ahlqvist, 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.

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E-learning and online courses are widely used today, with different platforms being available for the user. When implementing and evaluating such a platform relevant research is required, therefore a pre-study was conducted. The pre-study showed that the platforms used at Linköpings University have a variety of available platform of which the teachers can use, however, some of there lack the features and it is therefore common for teachers to use more than one platform for a course. The goal of the thesis has been to answer the research question and to do so a platform was implemented, with focus on the gamification elements. The thesis answered the research question through the implementation of the platform and the user test. The user test was held on the target audience. The participants of the user test were faced with a short course on the developed platform. The test results show that the combination of gamification elements used motivated the participants towards the presented course and the assignments within it. During the user test a questionnaire, based on Intrinsic Motivation Inventory, was used. The result from this showed that the platform and its gamification elements increased the enjoyment, interest, perceived competence and effort towards the course.
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Mieure, 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.

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40

Silva, 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.

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This 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
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41

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.

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As 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.

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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.
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43

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.

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The eruption of ICTs in our society posed the question of how to integrate technology into education. According to Waks (1987) in Science, Technology and Society Education, we need to find a way to integrate educational approaches that embrace and intertwine education and technology. Then, through the use of pedagogical approaches such as Game-based Learning and gamification, Minecraft presents itself as the perfect tool to develop computational thinking, foster creativity, nurture collaboration and increase motivation. The aim of my research is to demonstrate how motivation and collaboration can be fostered through the use of Minecraft in one activity called “Being an architect on Minecraft”. In order to do that, I use a quasi-experimental research. The participants were 18 in total, divided in 2 groups one experimental and one control. In the experimental group I use the implementation of Game-based Learning and gamification and in the other group, I use the traditional way of teaching. The results clearly stablish a positive effect in collaboration and a high level of motivation during the entire process. However, there are some aspects of the research we could improve for future investigations.
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44

Fischer, 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.

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Purpose – Gamification or related concepts such as serious games and playful design are discussed intensively in the field of academic education. Since 2011, gamification has continuously been recorded as a medium-term trend of online education in the annually published Horizon Report. In all areas in which engagement, participation, and motivation of individuals are the key success factors, strategies of gamification are considered. But, what are potentials of gamification in the field of higher education? How can educational technologies such as learning management systems be gamified? An essential part of this article is a study regarding the gamification of the learning management system OPAL. Design/methodology/approach – Based on a master thesis at the faculty of educational sciences, a study was conducted in order to investigate how the use of game elements can increase the attractiveness of OPAL for students. OPAL is the central learning management system at the Technische Universität Dresden. The study should answer the question: Which game design elements increase the attractiveness of OPAL for students? The research question was answered with a qualitative approach, while the collection of data was carried out by a focus group and expert interviews. The sample included six master’s students and one expert. The findings provide recommendations for redesigning OPAL. Originality/value – Often gamification is related to tools like points, badges, and leaderboards. But what elements exist beyond these? The contribution initially provides conceptual foundations and refers to game mechanics as the specifics of games. Based on this, the potential of gamification in higher education teaching was discussed. Practical implications – The article describes the concept of gamification and how this approach can be used in university teaching, especially for designing Learning Management Systems.
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Bardwell, 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.

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46

Englund, 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.

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Education through e-Learning services have today millions of active users. These services are often including elements of gamification to better illustrate certain aspects and motivate their users. We are researching how gamification has been applied to three selected e-Learning services by analysing to which degree these services relates to Scott Nicholsons theory and framework RECIPE for a meaningful gamification. The theory describes how gamification can be used to instil an intrinsic motivation and meaningful engagement in users. It seeks to help avoid controversial potential pitfalls surrounding the subject as with addictive, thoughtless scoring systems. We are examining to which degree the three services are applying and utilizing meaningful gamification from the standpoint of the various concepts of the selected framework. By thorough research of the theory and examination of previous studies in the researched field we have designed a grading scale that seeks to illustrate which functionality should be implemented to fully/partly/fail to meet the requirements of the concepts in Nicholsons framework. A description of the functionality of the services is included followed by an application of the theory on the selected, researched parts. By applying the theory we seek to concretize, analyze and compare the elements that, to various degrees, fulfills meaningful gamification according to Nicholson. We have not issued tests to research if the studied elements in actuality leads to an intrinsic motivation and meaningful engagement. The results show that the studied parts of the services are lacking elements that according to us as the writers of this study, are necessary to fulfil RECIPE’s various concepts. The services varies in to which degree and in some cases in which way the concepts are fulfilled. The standalone concept that all of the services realized in its entirety was Information where the requirements amongst others are clear descriptive indications of the users progress as well as enlightenment in how and in what way the information that the service provides is applicable. Our research shows that all researched e-Learning services are lacking aspects that enables complete fulfillment of RECIPE’s complete set of concepts. The study gives an insight into what is demanded to realize meaningful gamification according to Nicholson’s theory by illustrating and analyzing the functionality of the studies services. Because of the way we have had to make subjective assessments, the limited scope along with the lack of actual tests we do consider our conclusions and thus study to not live up to its full potential. Continued research is necessary to further validate the study and if the application of the theory in fact leads to meaningful gamification. We discuss further surrounding the theory along with in learning of this nature in general in the chapter Diskussion.
Inom 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.
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47

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.

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The emergence of augmented reality (AR) and gamification in higher education has gained significant relevance by virtue of their demonstrated usefulness in learning spaces. Prior research has examined these technologies separately and shown promising results, but less is known about the impact of combining AR and gamification in higher education. This article aims to conceptualize, design, and evaluate the effects of AR and gamification on students’ intrinsic motivation and learning with physical course literature. The results from a web - based experiment involving 95 students demonstrate that using AR enhances students’ intrinsic motivation compared to conventional methods such as reading lecture notes. However, the combination of AR and gamification did not influence students’ intrinsic motivation or learning. The findings could serve as a basis to further gamification in higher education and may support authors in the design of AR in future course literature.
Framväxten 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.
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48

Smith, Annique Elizabeth. "Facilitating intrinsic motivation in tertiary education through gameful design." Diss., University of Pretoria, 2018. http://hdl.handle.net/2263/66671.

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Modern education systems tend to focus on the use of external pressures to motivate students to learn. Intrinsic motivation - motivation to do something because it is enjoyable in and of itself – by contrast, is more valuable in these environments as it has multiple benefits, such as better conceptual understanding and more sustained learning behaviour. The primary way to facilitate intrinsic motivation is to meet the three basic psychological needs of autonomy, competence and relatedness. Games are inherently effective at satisfying these needs and have in recent years begun to be used in non-game contexts, like education, in order to attempt to improve motivation. This is commonly known as gamification, although gameful design is the more beneficial counterpart thereof since it is directly based on a deep understanding of what makes games good motivators. This study addresses the question of how gameful design can be used to facilitate intrinsic motivation in a tertiary education setting. This is done through an examination of existing literature in order to inform the design of a gameful intervention, which is the focus of this research. This intervention includes a new website, additional exercises on course content as well as changes to lectures. The intervention (in the form of a pilot study and a final implementation) is used in a first year undergraduate module in the Multimedia degree at the University of Pretoria. When the intervention has been used by the students for a full semester, data are collected in the form of questionnaires, focus groups, Google Analytics, website database logs and observation. The results indicate that the gameful intervention meets the three basic psychological needs of those students who interacted with it. As a result of this, students are more intrinsically motivated to interact with the intervention and therefore spend more time engaging with the course content. This study contributes a list of guidelines for educators wishing to use gameful design in their own modules. It also provides the details of the design of the intervention in order to aid the understanding of how gameful design can be used to facilitate intrinsic motivation. This approach to “gamifying” education is rare in the existing literature and can therefore be considered a valuable contribution.
Dissertation (MIS)--University of Pretoria, 2018.
Information Science
MIS
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49

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.

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Mestrado em Gestão de Sistemas de Informação
O 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.
info:eu-repo/semantics/publishedVersion
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50

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.

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Understanding math is an important part of school, yet it is a common source of anxiety as many children find the subject difficult to grasp. One approach to encourage children to learn math is to implement game elements (gamification) in technology-enhanced learning (TEL) systems. However, designers must consider what motivates children to use such systems to better encourage them to learn. Therefore, the aim of this paper was to investigate how gamification can be implemented in the design of a mobile TEL application, in this case the Albert application, to motivate children to learn math. This was researched by designing a concept focusing on avatars for Albert and letting users between the ages of 10 and 12 evaluate it. The design process followed the Double Diamond model, and the game elements were designed according to three core drives from the Octalysis framework. The results showed that children who like math are more likely to become motivated by the presented gamification concept than the children who have a more negative attitude towards math. As a conclusion, one can motivate children to learn math using a TEL platform by including avatarism as a form of gamification.
Att 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.
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