Leading a busy lifestyle can have a negative impact on the productivity levels of individuals. Lack of motivation is also another factor that can influence the output of any task or activity conducted by a user. This also applies to students within an academic context, where the distractions and lack of motivation can have a negative impact on their learning and results. In this paper, we propose ‘Taskification’, a task management mobile application, which incorporates core gamification features. The objective of this application is to increase student engagement and motivation during tasks such as coursework or exam preparation
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
[[abstract]]Gamification can enhance learners’ autonomous motivation and enable them to feel enthusi...
In this research, gamification techniques were investigated on how they could be effectively used in...
Many university students struggle with motivational problems, and gamification has the potential to ...
[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...
Motivation from students that studies at higher educational institutes can sometimes be minimalistic...
The current situation in the world with the COVID-19 pandemic has reinforced a pre-existing trend ba...
Many university students struggle with motivational problems, and gamification has the potential to ...
Gamification is the use of game elements in non-gaming contexts. In this study Jasperactive (JA), a ...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
This thesis examines students’ homework behaviors and their relationship to academic achievement in ...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
Mobile learning is a promising form of digital education to access learning content through modern h...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
[[abstract]]Gamification can enhance learners’ autonomous motivation and enable them to feel enthusi...
In this research, gamification techniques were investigated on how they could be effectively used in...
Many university students struggle with motivational problems, and gamification has the potential to ...
[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...
Motivation from students that studies at higher educational institutes can sometimes be minimalistic...
The current situation in the world with the COVID-19 pandemic has reinforced a pre-existing trend ba...
Many university students struggle with motivational problems, and gamification has the potential to ...
Gamification is the use of game elements in non-gaming contexts. In this study Jasperactive (JA), a ...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
This thesis examines students’ homework behaviors and their relationship to academic achievement in ...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
Mobile learning is a promising form of digital education to access learning content through modern h...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
[[abstract]]Gamification can enhance learners’ autonomous motivation and enable them to feel enthusi...