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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 ...
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
Development of a natural user interface for mobile music players
(2014)
Pro gradu -tutkielma
Pro gradu -tutkielma
Mobile phones have been used as portable music players for a long time now. There is a growing interest in the use of haptics, NUIs (Natural User Interfaces) and gamification (game like mechanics) in the mobile applications ...
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 ...
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, ...
Gamified Participatory Design Workshop for Children with ADHD
(2019)
Pro gradu -tutkielma
Pro gradu -tutkielma
This thesis is an exploratory case study on how to organize, create, run and evaluate game design workshop with a combined group of neurotypical children and children diagnosed with ADHD (attention deficit / hyperactivity ...