Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
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Showing 1 to 16 of 16 for “"Gamification elements"”.
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Book widgets as a gamification tool to support teaching and learning in Grade 5
Gamification has been demonstrated to be helpful in enhancing educational activities as well as motivating students to learn. This study explored the use of a gamification tool to support teachers when facing students with low levels of engagement and participation. Considering the impact of the …
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Gamification als Führungsinstrument zur Steigerung der Mitarbeitendenmotivation – Eine Empirische Untersuchung und Handlungsempfehlungen für Unternehmen der Dienstleistungsbranche und der produzierenden Industrie im deutschsprachigen Raum
The dissertation titled „ Gamification as a Leadership Tool for Increasing Employee Motivation: An Empirical Study and Recommendations for Companies “explores the application of gamification strategies within corporate settings to boost employee motivation and engagement. The study aims to address …
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Effects of gamification mechanisms on the behaviour of bank customers using credit cards
RESEARCH QUESTIONS • Which gamification elements are most desired among credit card users in the banking context? • Is there a significant relationship between gamification and customer engagement, satisfaction, and intention? • Does the use of reward points in gamification influence purchasing …
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Evaluation of the implementation of a psychological behaviour change model to promote energy saving behaviour. Implementation of a mobile app with the virtual robotic head Floka
… expressiveness. In addition, various gamification elements support the motivation for long-term use of the app.<br /><br /> In this thesis, I investigated the hypothesis that a mobile app implementing a well-known and validated behaviour change model in a theory-based manner, employing …
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Using Gamification to enhance student engagement at a South African Private Higher Education Institution: A DBR approach
This study investigates the use of gamification as an instructional approach to boost student engagement in a Management Information Systems (MIS) course at a South African Private Higher Education Institution (PHEI). Utilizing a Design-Based Research (DBR) framework, the research aims to develop …
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Using game design elements in Moodle to enhance student engagement at a Mozambican University
… study is to propose ways of using game design elements in Moodle to enhance student engagement and learning outcomes in higher education. Moodle is currently the most widely used open-source LMS for delivering online courses in numerous countries, including Mozambique. When Moodle is well …
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Escaping cyber attacks
… as well as evaluate whether adding additional gamification elements would prove effective.
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Gamification to encourage increase on healthier physical activity in younger users
… cross-platform mobile application that would use gamification elements and to focus on younger group of population. Because of the targeted group, the design of the application was based around an approach, usually used to make profit in popular video games through microtransactions, which …
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Gamification in Knowledge Management: Increasing Motivation to Share Knowledge Using Cooperation and Inter-Team Competition
… knowledge they possess with their organization. Gamification has proven to be a good tool for motivation, extrinsically and intrinsically. Many gamification elements have been researched within the knowledge management field; however, the ability of cooperation and inter-team competition to …
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Effects of Gamification on Knowledge Acquisition: Aviation Weather Online Training
… aspects of these games into real life (known as gamification). Motivation and engagement may be influenced by certain game mechanics and user types, which then could also impact learning. A gap still exists as to whether leaderboards and narratives impact motivation or engagement when implemented …
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Enhancing Deeper Learning Using Empathy and Creativity In Role-Playing Serious Games
… change. Serious Games integrate game design elements and gamification elements such as story, characters, score, visual objects, and rewards to create a positive mood while learning, increasing excitement, interest, motivation and engagement. Bridging the necessity for guiding learners in …
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Adaptive engagement of older adults’ fitness through gamification
… adults, and c) the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps. These contributions were achieved through a phased investigative approach. The analysis of preliminary studies (Phase 1) resulted in the …
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Development of a Smartphone Intervention for Cognitive Bias Modification in Alcohol Abuse and Alcohol Dependence
… prototype to a three-months intervention with gamification elements. Effects on craving and problem alcohol use were assessed through several studies with concurrent measures. A preliminary analysis with relapse data points to an effect of active training on abstinence in alcohol-dependent …
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New incentives to change modes : an experimental design to reduce single-occupant vehicle commuting in Kendall Square
… prize lotteries and a commuter dashboard with gamification elements to show employees their commuting behavior over time and keep them interested in alternative commutes over the long-run. By making transit, walking and bicycling the zero marginal cost choice while charging for parking and …
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How does a Gamification Design Influence Students’ Interaction in an Online Course?
<p>This study created and examined a gamification design that aimed at improving students’ interaction in a graduate level online course. By using a design-based research approach, the study investigated the application of principles from Self-Determination Theory in the gamification design and its …
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Systematische Übersicht und Bewertung digitaler Interventionen zur Diabetesprävention und –versorgung
… It describes the evaluation of a hypothetical gamification-based smartphone application for weight loss in overweight and obese adolescents (publication 4). As a last step, an umbrella review (publication 5) systematically analysed the effectiveness of telemedicine interventions in diabetes, …