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dc.contributor.authorHalvorsen, Marieng
dc.date.accessioned2013-12-23T11:59:01Z
dc.date.available2013-12-23T11:59:01Z
dc.date.issued2013-11-27eng
dc.date.submitted2013-11-27eng
dc.identifier.urihttp://hdl.handle.net/1956/7615
dc.description.abstractThe aim of this thesis was to investigate and identify the elements of gamification used in learning applications and how they affect user experience. The three main research questions were How are gamification elements used in learning applications?", Do the gamification elements create a good user experience?" and Is there any evidence that learning is taking place?" The research included desk work, literature survey, and field trial in order to attempt answering the research questions. With an analysis of different chosen games, a list over gamification elements was created, which became the base for the testing sessions with several participants. The data from the sessions was collected and analyzed before being used in a discussion with other theoretical work. The conclusion of the research was that the integration of gamification elements into learning applications has a positive outcome for most of the users, as it creates motivation. However, further research is required; both on gamification in general, and on its role in learning applications.en_US
dc.format.extent3530081 byteseng
dc.format.mimetypeapplication/pdfeng
dc.language.isoengeng
dc.publisherThe University of Bergeneng
dc.subjectgamificationeng
dc.titleThe use of gamification in learning applicationseng
dc.typeMaster thesisen_US
dc.rights.holderCopyright the author. All rights reserveden_US
dc.description.localcodeINFO390
dc.description.localcodeMASV-INFO
dc.subject.nus735115eng
fs.subjectcodeINFO390


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