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Serious games & Gamification: En studie av hur användare motiveras i en lärandeapplikation
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

AbstractE-learning applications are used both during school and at leisure and must be designed for both scenarios. Gamification and serious games, which is about implementing game design into other types of applications, are important concepts for this purpose. This qualitative study contributes knowledge in this area by evaluating a digital application that teaches driving theory. The purpose was to analyze the technologies driving motivation based on game mechanics, theoretical framework and analytical model. The study is based on qualitative interviews and the authors' own observations. The result indicates that users of the application are strongly motivated by the desire to pass the theory test, which means that the game mechanics that drives intrinsic motivations lose much of its significance. Therefore, the choice of playing techniques should be based on the purpose of the application and the balance between the extrinsic and intrinsic motivations to learn.

Place, publisher, year, edition, pages
2015. , 41 p.
Keyword [en]
Keyword [sv]
Teknik, E-lärande, gamifiering, gamification, Serious games, motivation, speltekniker
URN: urn:nbn:se:ltu:diva-56390Local ID: d2ae9fc9-ed9e-4cd0-bb3b-9872d38bfff9OAI: diva2:1029777
Subject / course
Student thesis, at least 15 credits
Educational program
Systems Sciences, bacheor's level
Validerat; 20150621 (global_studentproject_submitter)Available from: 2016-10-04 Created: 2016-10-04Bibliographically approved

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Lundgren, LinneaOlofsson, Joakim

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