Search results for "Gamification"

showing 10 items of 63 documents

How to motivate salespeople to use CRM system efficiently through gamification elements : case Finnish media company

2017

Consumers buying behavior has changed dramatically due to the development of digital sales. This has led companies to change their marketing strategy to become more cus-tomer-oriented. Nowadays companies are increasingly investing to different kind of in-formation system technologies. However, there are major shortcomings in the use of these systems. Many executives feel that systems are conducive to effective work and help in resource allocation. To achieve these goals, it is necessary to understand system requirements and the resources available to users. Specifically, salespeople’s motivation to use CRM system is crucial factor in system utilization. CRM system is collaborative tool, whi…

motivaatioMotivationpelillistäminenasiakkuudenhallintamyyntiSocial InfluenceCustomer Relationship ManagementGamificationCollaborationSalesyhteistyö
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Spēliskošana- motivācijas līdzeklis krievu valodas kā svešvalodas apguvē 11.klases skolēniem

2019

Diplomdarba autores Ingūnas Andersones izvēlētais pētījuma temats ir “Spēliskošana - motivācijas līdzeklis krievu valodas kā svešvalodas apguvē 11.klases skolēniem”. Darba mērķis ir izpētīt skolēnu motivācijas paaugstināšanas iespējas, izmantojot spēliskošanas paņēmienus. Diplomdarbs sastāv no trīs nodaļam, kurās analizēti teorētiskie motivācijas pētījumi svešvalodas apguvē, spēliskošana kā motivācijas līdzeklis un pedagoģiskās pieredzes aprobācijas un pašanalīzes prakses laikā veiktais empīriskais pētījums 11.klasē krievu valodas stundās. Empīrisko pētījumu veido pedagoģiskā novērojuma analīze, skolēnu anketēšanas rezultātu analīze un izmēģinājumdarbība. Pētījuma rezultātā izstrādāta skolē…

motivationSkolas pedagoģijagamificationmotivācijakrievu valoda kā svešvalodaspēliskošana
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La gamification au service de la médiation des savoirs : une motivation dans le cadre de l’éducation thérapeutique digitale contre l’obésité ?

2022

To curb the worsening of obesity, health professionals are using digital tools to propose solutions to their patients. This paper focuses on the possible motivation brought by gamification within digital therapeutic education for obesity. Hoping to increase the adherence and motivation of users, the platform studied aimed at proposing learning thanks to games. In a questionnaire delivered to the users of the platform, we note elements that make us wonder about the effectiveness of this game-based learning on important medical notions for patients in the follow-up of their disease. In spite of an effective mediation of biomedical knowledge, this paper questions the effect of gamification as …

obésitée-ETPmotivationGamificationautonomisation[SHS.INFO] Humanities and Social Sciences/Library and information sciences
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DESIGNING AND IMPLEMENTING A BIG OPEN ONLINE COURSE BY USING A 3D VIRTUAL IMMERSIVE ENVIRONMENT – LESSONS LEARNED

2017

Open Education (OE) is a distance learning approach that was strategically chosen by the European Commission (EC) to encourage cost-effective training, upskilling and reskilling of large population groups and workforce with speed and flexibility. Institutions and businesses design and offer Open Online Courses (OOCs) to address skill gaps, organizational and societal needs. OOCs and especially Massive OOCs (MOOCs) are suffering from high rates of attrition, which is attributed to various factors such as learner isolation and lack of motivation to complete the course. Recommendations to address the retention gap in MOOCs include adopting a participation-driven approach, using game design tec…

ongelmalähtöinen oppiminenMultimediae-LearningVirtual Immersive Environmentsavoimet verkkokurssitOpen EducationMOOCverkko-oppiminencomputer.software_genrepelillistäminenOnline courseSecond LifeProblem-Focused Education (PFE)gamificationProblem-based Learning (PBL)Game-Based Learning (GBL)PsychologycomputervirtuaalimaailmaEDULEARN proceedings
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Cultural Values’ Influences on Users’ Preferences for Gamification Techniques

2019

Gamification techniques such as badges, levels, roles, are widely adopted in information systems (IS). Though researchers have noted that cultural values may influence users' usage of IS, there is a lack of research regarding the relationship of cultural values and gamification techniques. Our study aims to contribute to this area. We propose that users' cultural values may influence how they are motivated and further influence their preferences toward specific gamification techniques. In this research in progress, we review cultural values, examine the currently adopted gamification techniques, and then propose how cultural values influence users' preferences toward specific gamification t…

pelillistäminenarvot (käsitykset)gamification techniquescultural valuesuser preferenceskulttuurierotkäyttäjäkokemustietojärjestelmät
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Pelillistämisen ja lisätyn todellisuuden mahdollisuudet liiketoimintaprosessien parantamisessa

2018

Pelillistäminen ja lisätty todellisuus ovat nousseet suuriksi trendeiksi nykyajan yritystoiminnassa. Teknologiat tuovat tuoretta lähestymistapaa rutiininomaisiin tehtäviin ja luovat mielekkyyttä työtehtäviin. Uusien teknologioiden hyödyntämisen suunnittelun ajankohtaisuus lähenee, koska diginatiivit ovat siirtymässä työelämään ja heidän tarpeet työtehtävissä eroavat vanhemmista ikäluokista. Liiketoimintaprosessit toimivat tutkielman näkökulmana ja pelillistämisen sekä lisätyn todellisuuden avulla pyritään parantamaan liiketoimintaprosesseja. Kirjallisuuskatsauksessa tutkittiin pelillistämisen ja lisätyn todellisuuden mahdolli- suuksia liiketoimintaprosessien parantamisessa. Tutkielman kirja…

pelillistäminenliiketoimintaprosessigamificationbusiness processlisätty todellisuusaugmented reality
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Pelillistäminen ja mobiilisovellukset

2013

Kitola, Mikael Pelillistäminen ja mobiilisovellukset Jyväskylä: Jyväskylän yliopisto, 2013, 27 s. Tietojärjestelmätieteet, kandidaatintutkielma Ohjaaja(t): Halttunen, Veikko; Varsaluoma, Jukka Tässä tutkielmassa käsitellään pelillistämistä ja sen käyttöä mobiilisovelluksissa. Tutkielmassa otetaan tästä ilmiöstä selvää ja vastataan kysymyksiin: mistä peleissä ja pelillistämisestä on oikein kyse, miksi ja miten pelillistämistä pyritään hyödyntämään mobiilisovelluksissa, miten siinä on onnistuttu ja millaista kritiikkiä se on saanut osakseen. Tuloksena voidaan tulkita, että mobiilisovelluksissa hyödynnetään vain suppeasti erilaisia pelielementtejä, mutta siitä huolimatta ainakin pelillistämist…

pelillistäminenmobiilisovelluksetgamificationgamifikaatio
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Spēļošanas elementi runāšanas aktivitātēs angļu valodas runātprasmes veicināšanai 3.klasē

2021

Angļu valoda kā svešvaloda ir sarežģīta valoda latviešu skolēnu apguvei. Darba autores pieredzē skolēniem trūkst pārliecības par sevi, lai runātu angliski. Šādu problēmu var skaidrot ar personības iezīmēm, vārdu krājuma trūkumu vai bailēm. Diplomdarba pētījuma mērķis ir izzināt, kā spēļošanas elementi runāšanas aktivitātēs var iedrošināt 3.klases skolēnus iesaistīties runāšanas aktivitātēs kādā no Rīgas pamatskolām. Pētījuma metode ir gadījuma pētījums, kas ietver analīzi par skolēnu iesaistīšanos runāšanas aktivitātēs, novērojumus no stundām ar spēļošanas elementu aktivitātēm un intervijas ar divām 3.klases angļu valodas kā svešvalodas skolotājām kā datu ieguves metodes. Tika atklāts, ka s…

speaking skillsEnglish as a Foreign languagePedagoģijagamificationconfidenceencouragement
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MUV: A Game to Encourage Sustainable Mobility Habits

2019

This working paper investigates the question of changing people mobility towards more sustainable habits involving them in an engaging gameplay. The work is performed within MUV H2020 research and innovation action. The game design, definition and features have been co-created through the involvement of different citizens and stakeholders in six European neighbourhoods. The paper discusses the game design as resulting from co-creation and co-design experiences with each neighbourhood communities involved in initial phases. The paper argues that the local co-design activities have influenced the game definition, together with the community engagement approach. The MUV gameplay approach resul…

sustainable urban mobilityCo-creation; Community engagement; Gamification; Urban sustainable mobility; Theoretical Computer Science; Computer Science (all)community engagementEconomic JusticeTheoretical Computer ScienceGame design11. Sustainability0502 economics and businessSettore ICAR/13 - Disegno IndustrialeCo-creationgamificationSociologyNeighbourhood (mathematics)060201 languages & linguistics050210 logistics & transportationSettore ICAR/20 - Tecnica E Pianificazione UrbanisticaCommunity engagementbusiness.industryCo-creationCommunity engagementComputer Science (all)05 social sciencesEquity (finance)06 humanities and the artsPublic relationsGamificationWork (electrical)Action (philosophy)0602 languages and literatureUrban sustainable mobilitybusinessco-creation
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Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

2018

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

ta113arvoketjutKnowledge managementbusiness.industryComputer sciencevideopelitarvonluonti05 social sciencesExploratory researchComputingMilieux_PERSONALCOMPUTING050109 social psychologyvideo gamesOnline videovalue co-creationvalue co-destructionpelitpelillistäminen0502 economics and businessCo-creation050211 marketing0501 psychology and cognitive sciencesgamificationbusinessValue (mathematics)games
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