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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 ...
Educational Gamification : Challenges to Overcome and to Enjoy
(Springer, 2019)
- bookPart
Ludological learning: Presenting an evaluation framework for analysis, design and improvement of gamification of education
(2020)
Pro gradu -tutkielma
Pro gradu -tutkielma
Gamification is a growing field that seeks to harness the motivational power of video games by applying game elements to non-game contexts such as education and fitness. This thesis seeks to find how gamification of education ...
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 ...
Virtual reality service to Alleviate Performance Anxiety and Stage Fright – SpeakerVR, Case Study
(2020)
Pro gradu -tutkielma
Pro gradu -tutkielma
Utilizing Virtual Reality in alleviating performance anxiety contains significant possibilities and has been discovered to be a powerful tool and this kind of techniques and service may revolutionize treatment of alleviating ...
Moving for Pokémon : Physical Activity Through Digital Gameplay - Case: Pokemón GO
(2021)
Pro gradu -tutkielma
Pro gradu -tutkielma
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 ...
A Gamified Mobile Application to support Societal Participation of Youth of Different Cultures in Finland
(2023)
Pro gradu -tutkielma
Pro gradu -tutkielma
Youth are always the major stakeholders of society, and they should be taught about the value of society as they are the future of every society. Country like Finland, where a significant population is of internationals, ...
Educational motivation through game-based learning : A case study on serious games in xMOOC
(2022)
Kandidaatintyö
Kandidaatintyö
The purpose of this case study is to examine how educational games implemented in an xMOOC affect educational motivation and engagement. During the course, we implement several two-dimensional educational games for the web ...