Gamification
Contribuinte(s) |
Vitali, Fabio |
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Data(s) |
16/09/2015
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Resumo |
Nowadays games are so popular that they have become an important part of our lives. Inspired by the motivational properties of games, some scholars made the proposal of applying game mechanics and elements into other fields thus emerged the concept of “Gamification”, along with various other popular concepts for the realization of the application. The effectiveness of gamification in improving user engagement and changing behaviors is demonstrated not only in theory but also in practice. This thesis aims to introduce the related concepts of gamification and the gamification design framework. In addition, this thesis introduces also the concept of MOOCs and the challenges faced by MOOCs platforms. Some of those challenges such as high dropout rate and low participation rate could be solved by gamification. Through creating a more interesting game experience and consequently fostering user motivation, high engagement will be ensured. Following this logic, this thesis explores how to use gamification on MOOCs platform to improve user engagement and the corresponding impacts. Despite of the lack of a quantitative analysis of the effects of gamification on MOOCs platform, the facts found and observed in this thesis support the effectiveness of gamification in improving user engagement on MOOCs platforms. |
Formato |
application/pdf |
Identificador |
http://amslaurea.unibo.it/9103/1/Yang_Kai_tesi.pdf Yang, Kai (2015) Gamification. [Laurea magistrale], Università di Bologna, Corso di Studio in Informatica [LM-DM270] <http://amslaurea.unibo.it/view/cds/CDS8028/> |
Relação |
http://amslaurea.unibo.it/9103/ |
Direitos |
info:eu-repo/semantics/openAccess |
Palavras-Chave | #Game, serious game, gamification, MOOC, motivation, user engagement, gameful design #scuola :: 843899 :: Scienze #cds :: 8028 :: Informatica [LM-DM270] #sessione :: seconda |
Tipo |
PeerReviewed |