The purpose of the study is to investigate how digitalgaming experience affects how motivated studentsbecome by gamification and whether there is anydifference in motivation that is experienced whetherplaying or not in leisure.There was no clear connection on the motivation withinthe different game groups of the result. The resultshowed that some elements motivated more than othersand those that motivated the groups most were points,levels and quest
Introduction: Gamification in fitness applications is aboutstimulating and motivating users to incre...
Inom denna studie analyseras grundpelarna inom gamification-teori samt hur dessa kan implementeras i...
Spel och underhållning är ett område som utvecklas dagligen. På senare tid har det i dagens samhälle...
The purpose of the study is to investigate how digitalgaming experience affects how motivated studen...
Society today is characterized by the transforming effect IT has had, the majority of the activities...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Gamification is the use of elements and mechanics from the video-game industry in contexts which are...
In the survey Unga & Medier initiated by Statens medieråd 2017, 3000 teenagers were asked about ...
AbstractE-learning applications are used both during school and at leisure and must be designed for ...
“Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, p...
I och med regeringens beslut om en nationell strategi för skolans digitalisering har Skolverket tagi...
To encourage and increase the motivation to physical activity by using new information and communica...
International audienceSeveral studies have been conducted in recent years into the effects of gamifi...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Gamification is the use of game design elements in non-game contexts, and it has recently received a...
Introduction: Gamification in fitness applications is aboutstimulating and motivating users to incre...
Inom denna studie analyseras grundpelarna inom gamification-teori samt hur dessa kan implementeras i...
Spel och underhållning är ett område som utvecklas dagligen. På senare tid har det i dagens samhälle...
The purpose of the study is to investigate how digitalgaming experience affects how motivated studen...
Society today is characterized by the transforming effect IT has had, the majority of the activities...
While gamification, the use of game design elements in non-game contexts, has been put forth as one ...
Gamification is the use of elements and mechanics from the video-game industry in contexts which are...
In the survey Unga & Medier initiated by Statens medieråd 2017, 3000 teenagers were asked about ...
AbstractE-learning applications are used both during school and at leisure and must be designed for ...
“Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, p...
I och med regeringens beslut om en nationell strategi för skolans digitalisering har Skolverket tagi...
To encourage and increase the motivation to physical activity by using new information and communica...
International audienceSeveral studies have been conducted in recent years into the effects of gamifi...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Gamification is the use of game design elements in non-game contexts, and it has recently received a...
Introduction: Gamification in fitness applications is aboutstimulating and motivating users to incre...
Inom denna studie analyseras grundpelarna inom gamification-teori samt hur dessa kan implementeras i...
Spel och underhållning är ett område som utvecklas dagligen. På senare tid har det i dagens samhälle...