Sirvi Märksõna "gamification" järgi
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listelement.badge.dso-type Kirje , listelement.badge.access-status Avatud juurdepääs , Ajalooteemaline veebimäng(Tartu Ülikool, 2025) Kattel, Aleksander; Janno, Jaan, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutThe aim of this Bachelor’s thesis was to create a web game, where users have to guess the time and location of a given photograph. All of the images in this web game are from Estonia and have been gathered from museums or the Wikimedia database. The game was created for an educational purpose and is based on principles of gamification and good user experience. The web game was created using modern technologies. The thesis provides an overview of learning and teaching history, educational games, the design and creation of the game and results.listelement.badge.dso-type Kirje , listelement.badge.access-status Avatud juurdepääs , Emotion-oriented Game-based Fitness App for Diabetes Patients(Tartu Ülikool, 2023) Shrestha, Monika; Anwar, Hina, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutDiabetes is a growing health concern globally, and managing the condition requires regular monitoring of glucose levels and physical activity. Conventional methods of monitoring and exercise often lack the motivation required to keep patients engaged and committed. This thesis proposes the development of an emotion-oriented game-based fitness application - DiaBeatIt, specifically designed for diabetes patients to support them in maintaining a healthy lifestyle despite their disease through the use of exercise such as running or walking. DiaBeatIt combines elements of gamification to provide a fun and interactive way of physical activity which includes walking on real-world maps and solving diabetes-related quizzes. In this research, the goal model is used to develop DiaBeatIt. The created application is subsequently tested on a variety of diabetes patients to see if the emotional goals of the patients are found to match the emotional goals obtained before and after the application trial.listelement.badge.dso-type Kirje , listelement.badge.access-status Avatud juurdepääs , Gamification of a medical learning application VRAna(Tartu Ülikool, 2023) Pisetskaya, Darya; Haamer, Rain Eric, juhendajaAs the quality of anatomy education is declining worldwide, faculties need to come up with new ways to engage and motivate students. Gamification is a growing trend in various fields including education, and can be an efficient instrument to help students study theoretical information. This work focuses on the gamification of a medical learning application VRAna by introducing several quiz scenarios for memorizing anatomical structures on the bones. The created games can be used as a supplementary tool for learning skeletal anatomy.listelement.badge.dso-type Kirje , listelement.badge.access-status Avatud juurdepääs , III kooliastme ja gümnaasiumi loodusainete õpetajate enesetõhusus mängustamise osas ning mängustamise kasutamise sagedus õppetöös Tartu ja Tartumaa koolide näitel(Tartu Ülikool, 2025-06-03) Rohtmaa Kaia-Riin; Jõgela Joana; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Loodusteadusliku hariduse keskuslistelement.badge.dso-type Kirje , listelement.badge.access-status Avatud juurdepääs , Level-up learning: a quasi-experimental study of gamification and accounting student performance(Tartu Ülikool, 2025) Achakzai, Muhammad Atif Khan; Bardone, Emanuele, juhendaja; Tartu Ülikool. Sotsiaalteaduste valdkond; Tartu Ülikool. Haridusteaduste instituutlistelement.badge.dso-type Kirje , listelement.badge.access-status Avatud juurdepääs , Navigating opportunities and insecurities in EdTech adoption for employee onboarding: an HR perspective(Tartu Ülikool, 2025) Leynes, Aurora Denise Aquino; Bardone, Emanuele, juhendaja; Tartu Ülikool. Sotsiaalteaduste valdkond; Tartu Ülikool. Haridusteaduste instituutlistelement.badge.dso-type Kirje , listelement.badge.access-status Embargo , Verifying the application of online gamification methods to introduce pro-environmental behavior(University of Tartu Viljandi Culture Academy, 2013) Kärp, Tanel; Lints, Taivo, supervisor; University of Tartu. Viljandi Culture Academy. Information Studies Department; University of Tartu. Viljandi Culture Academy. Design and Development of Virtual EnvironmentsThe goal of this thesis is to validate whether online gamification methods can be used to introduce pro-environmental lifestyle. Human activities have since the Industrial Revolution had an increasingly destructive impact on the biosphere, which has started to endanger the environment and our existence as a species. Awareness of the situation is increasing, but real actions to combat the problem are not, as environmental activists lack the knowledge and tools to drive the necessary individual behavioral change. At the same time, the emergence of the internet has created a mass medium which has proven to be very effective in altering individuals’ habits. One of the newest and most potent methodologies to spark behavioral change is gamification, which implies using game design elements in non-gaming context. Due to a vast gap between the academic and commercial practitioners’ world, little research has been so far done regarding gamification, and the results of these studies have not been implemented to create effective products. This research tried to bridge this gap and validate the use of gamification to drive proenvironmental behavior change, by deploying an experimental prototype which was developed based on Eric Ries’ Lean Startup ideology and Yu-kai Chou’s Octalysis gamification framework. In addition, a pretest-posttest survey was conducted to investigate the impact of using the prototype. The minimal prototype proved to be effective in acquiring and engaging new members by growing its user base 8.5 fold. More than one fourth of registered members became engaged users and continued to use the gamified product throughout the experiment. The pretestposttest survey results indicated that engaging with the prototype did in fact change the users’ behaviors towards a more sustainable lifestyle, moderate pro-environmental increases were detected in both respondents’ attitudes and concrete undertaken everyday activities.