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Spelifierings påverkan på studiemotivation
KTH, School of Computer Science and Communication (CSC).
KTH, School of Computer Science and Communication (CSC).
2014 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Motivation är en viktig faktor till att vara framgångsrik inom akademiska studier. Samtidigt ärdet inte alltid lätt att hålla studiemotivationen uppe då det vid sidan av skolan ständigt finnsannat att göra som enkelt fångar studenters intresse. En av dessa aktiviteter är spelande pådiverse digitala plattformar som exempelvis dator, konsol och mobil. Vilka är faktorerna som göratt spelandet lockar, och går det att använda dessa för att påverka studiemotivationen hos studenter?

Efter genomförda litteraturstudier valdes några av dessa faktorer ut för att forma enwebbapplikation bestående av fem funktioner. De fem funktionerna innefattade virtuellabelöningar och jämförelse av arbetsinsatser i form av: Progressionsmätare, medaljer, prestationeroch topplistor, vilka var formade på olika sätt utifrån de undersökta faktorerna. Detta för atttillämpa dessa funktioner på studier inom högre utbildning och se hur dessa i sin tur påverkar engrupp studenter och deras studiemotivation. Därmed undersöks spelifiering inom högre studier idenna undersökning. För att utvärdera resultatet av webbapplikationens påverkan har sammagrupp studenter också fått svara på en enkät.

Sammanfattningsvis har vi dragit slutsatsen att samtliga undersökta funktioner utformade ispelifieringssyfte tenderar att öka studiemotivationen. Detta speciellt då flertalet olika typer avvirtuella belöningar och jämförelser av arbetsinsatser kombineras tillsammans. Graden av ökadstudiemotivation beror dock på vilka personliga egenskaper som personen i fråga har.

Abstract [en]

Being motivated is the key to success within academic studies, but it is not always easy tomaintain the motivation to study as there are plenty of interesting things to do besides schoolwhich easily catch the attention of students. One such thing is gaming on different digitalplatforms as computer, console and mobile. Which are the factors that make the games soappealing, and is there a way to use these to influence the motivation to study among students?

After finding these factors through literature studies some of them were chosen to build an onlineinteractive web application consisting of five functions. The five functions were built uponvirtual rewards and comparison of work efforts in terms of: Progression bars, medals,achievements and high score lists, which all were formed in different ways depending on theexamined factors. This was done in order to apply these functions on studies within highereducation to see how they affect the students and their motivation to study. Therefore gamification is examined in relation to academic studies in this paper. To analyze the result ofthe impact of the web application the same group of students were also asked to fill out a survey.

To sum up the study, we have concluded that all of the examined factors from gamification tendto increase the students motivation to study. Especially when several virtual rewards andcomparison of work efforts were combined together. The level of increased motivation to studywas although dependent on personal characteristics.

Place, publisher, year, edition, pages
2014.
National Category
Media and Communication Technology
Identifiers
URN: urn:nbn:se:kth:diva-146116OAI: oai:DiVA.org:kth-146116DiVA: diva2:722420
Educational program
Master of Science in Engineering - Media Technology
Supervisors
Examiners
Available from: 2014-07-03 Created: 2014-06-08 Last updated: 2014-07-03Bibliographically approved

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