Motivation from students that studies at higher educational institutes can sometimes be minimalistic at different times. This can depend on different reasons, such as boring lectures, bad assignments or that the student does not feel the social belonging to their class. With this study, we want to help the students by increasing their motivation with the use of gamification in an e-service. Through a collaboration with Marcus Lindstedt that studies game development at Malmö Högskola, we created an e-service that contains gamification elements to motivate students. The prototype that is created is not supposed to replace the student's current e-service but should be seen as a complement to increase motivation. To test if the students felt mo...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
With the COVID-19 pandemic postponing face-to-face classes and closing down the doors of educational...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Motivation from students that studies at higher educational institutes can sometimes be minimalistic...
Students’ motivation is an important factor in ensuring the success of e-learning implementation. In...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
The article presents the factors influencing the learning outcomes in distance format, modern types ...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is ...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
Society today is characterized by the transforming effect IT has had, the majority of the activities...
E-learning and online courses are widely used today, with different platforms being available for th...
Gamification is a new technique in instructional design that gains more and more attention in the el...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
With the COVID-19 pandemic postponing face-to-face classes and closing down the doors of educational...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Motivation from students that studies at higher educational institutes can sometimes be minimalistic...
Students’ motivation is an important factor in ensuring the success of e-learning implementation. In...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
The article presents the factors influencing the learning outcomes in distance format, modern types ...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is ...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
Society today is characterized by the transforming effect IT has had, the majority of the activities...
E-learning and online courses are widely used today, with different platforms being available for th...
Gamification is a new technique in instructional design that gains more and more attention in the el...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
With the COVID-19 pandemic postponing face-to-face classes and closing down the doors of educational...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...