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Gamification For Libraries: Improving information retrieval teaching through gamification
(2020)
Pro gradu -tutkielma
Pro gradu -tutkielma
Gamification, in other words the use of game elements in non-game environments, is a rapidly growing field in the past decade. It is often associated with increasing participants’ engagement in activities and attracting ...
Motivating Sustainability Through Gamification: Expert Opinions on Inspiring Pro-Environmental Actions
(2019)
Pro gradu -tutkielma
Pro gradu -tutkielma
The purpose of this master’s thesis is to examine whether gamification could motivate and amplify pro-environmental actions on an individual level. The study was conducted with focus interviews with experts in relevant ...
Motivations and the context of transforming research into innovations and business : Case SPARK Finland
(2022)
Pro gradu -tutkielma
Pro gradu -tutkielma
The goal of this thesis was to find the reasons why members of the academic community would or would not be motivated about entrepreneurship. In addition, this thesis examined what it takes to be a health innovation ...
Gamifying the web service for the brainwolk walking meeting
(2020)
Diplomityö
Diplomityö
A sedentary lifestyle and lack of physical activity have become more and more prevalent in recent years, and they can contribute factors to risk our physical and mental health. Many health-promoting programs, ergonomic ...
Gamification and user engagement in self-learning software
(2015)
Pro gradu -tutkielma
Pro gradu -tutkielma
Gamification, or the use of game elements in non-game environments, is a field which has been growing rapidly in the recent years. The main focus of it is to engage users to activities or attach them to organisations, but ...
On "Improving Russia" and other motives - A Study on Investigative Journalists in Putin's Russia
(2014)
Pro gradu -tutkielma
Pro gradu -tutkielma
This Master's thesis is a study aimed at gaining insight into why Russian journalists specialize in investigative journalism. Since the 1990s, international and Russian media monitoring systems have shown that Russia is ...
Meaningful Learning in the Fields of Engineering and ICT-Business Higher Education
(2021)
Pro gradu -tutkielma
Pro gradu -tutkielma
This learning artefact is an interpretation of multidimensional learning experiences obtained from academic students during a new virus (COVID-19) spread over the globe. The virus forced institutions to close the facilities ...
No evidence for prefrontal transcranial direct current stimulation (tDCS) affecting the cone of gaze
(2019)
Pro gradu -tutkielma
Pro gradu -tutkielma
Relative activity between the left and the right prefrontal cortex has been associated with approach and avoidance motivation. In previous studies, perceiving a direct gaze has been shown to induce approach-related relative ...
Motivation-oriented scenario-based gamification design method using the user requirements notation modeling
(2017)
Pro gradu -tutkielma
Pro gradu -tutkielma
Gamification, defined as the use of game design elements in non-game contexts, has been a trending in both academic and in a variety of industrial domains for around half a decade. A number of empirical studies have showed ...
Integrating gamification to modern web fitness services
(2017)
Pro gradu -tutkielma
Pro gradu -tutkielma
Gamification has been widely applied to information technologies industry, especially to fields where motivation and user engagement are difficult to maintain. Thus, many fitness providers have integrated gamification to ...