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You searched for subject:(gamification). Showing records 1 – 30 of 585 total matches.

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Ryerson University

1. Encheva, Lyuba. Gamification: the magic circle of technology.

Degree: 2017, Ryerson University

 In recent years gamification has emerged as a design trend in customer relationship management, marketing, education and governance. It promotes the use of game design… (more)

Subjects/Keywords: Gamification  – Social aspects.; Gamification.; Gamification  – Political aspects.

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Encheva, L. (2017). Gamification: the magic circle of technology. (Thesis). Ryerson University. Retrieved from https://digital.library.ryerson.ca/islandora/object/RULA%3A6815

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Encheva, Lyuba. “Gamification: the magic circle of technology.” 2017. Thesis, Ryerson University. Accessed November 27, 2020. https://digital.library.ryerson.ca/islandora/object/RULA%3A6815.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Encheva, Lyuba. “Gamification: the magic circle of technology.” 2017. Web. 27 Nov 2020.

Vancouver:

Encheva L. Gamification: the magic circle of technology. [Internet] [Thesis]. Ryerson University; 2017. [cited 2020 Nov 27]. Available from: https://digital.library.ryerson.ca/islandora/object/RULA%3A6815.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Encheva L. Gamification: the magic circle of technology. [Thesis]. Ryerson University; 2017. Available from: https://digital.library.ryerson.ca/islandora/object/RULA%3A6815

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Hong Kong University of Science and Technology

2. Bismut, Raphael Samuel Victor ISD. User-centred cybersecurity training exercise on a specialised gamified simulation platform.

Degree: 2019, Hong Kong University of Science and Technology

 The South Rajuan scenario is an educative cybersecurity simulation scenario aimed at people with technological background, such as IT or software development. Its goal is… (more)

Subjects/Keywords: Computer security ; Gamification

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bismut, R. S. V. I. (2019). User-centred cybersecurity training exercise on a specialised gamified simulation platform. (Thesis). Hong Kong University of Science and Technology. Retrieved from http://repository.ust.hk/ir/Record/1783.1-102266 ; https://doi.org/10.14711/thesis-991012765869803412 ; http://repository.ust.hk/ir/bitstream/1783.1-102266/1/th_redirect.html

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Bismut, Raphael Samuel Victor ISD. “User-centred cybersecurity training exercise on a specialised gamified simulation platform.” 2019. Thesis, Hong Kong University of Science and Technology. Accessed November 27, 2020. http://repository.ust.hk/ir/Record/1783.1-102266 ; https://doi.org/10.14711/thesis-991012765869803412 ; http://repository.ust.hk/ir/bitstream/1783.1-102266/1/th_redirect.html.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Bismut, Raphael Samuel Victor ISD. “User-centred cybersecurity training exercise on a specialised gamified simulation platform.” 2019. Web. 27 Nov 2020.

Vancouver:

Bismut RSVI. User-centred cybersecurity training exercise on a specialised gamified simulation platform. [Internet] [Thesis]. Hong Kong University of Science and Technology; 2019. [cited 2020 Nov 27]. Available from: http://repository.ust.hk/ir/Record/1783.1-102266 ; https://doi.org/10.14711/thesis-991012765869803412 ; http://repository.ust.hk/ir/bitstream/1783.1-102266/1/th_redirect.html.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Bismut RSVI. User-centred cybersecurity training exercise on a specialised gamified simulation platform. [Thesis]. Hong Kong University of Science and Technology; 2019. Available from: http://repository.ust.hk/ir/Record/1783.1-102266 ; https://doi.org/10.14711/thesis-991012765869803412 ; http://repository.ust.hk/ir/bitstream/1783.1-102266/1/th_redirect.html

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

3. Lindberg, Dennis. GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis.

Degree: Informatics, 2016, University of Skövde

  Users have a rather low security awareness, this has led to ideas about creating a security awareness system. By using gamification, it may be… (more)

Subjects/Keywords: Gamification; Gamified; Security

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APA (6th Edition):

Lindberg, D. (2016). GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis. (Thesis). University of Skövde. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12645

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Lindberg, Dennis. “GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis.” 2016. Thesis, University of Skövde. Accessed November 27, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12645.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Lindberg, Dennis. “GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis.” 2016. Web. 27 Nov 2020.

Vancouver:

Lindberg D. GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis. [Internet] [Thesis]. University of Skövde; 2016. [cited 2020 Nov 27]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12645.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Lindberg D. GAMIFIED SYSTEMS FOR SECURITY AWARENESS : A literature analysis. [Thesis]. University of Skövde; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12645

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

4. Nedergård, David. Internal motivation in Gamification : An intervention study in an exercise context.

Degree: Informatics, 2016, Umeå University

  In this paper Gamification have been explored in the context of intrinsic and extrinsic motivations through an empirical intervention study. Gamification have got the… (more)

Subjects/Keywords: Gamification; Internal motivation

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Nedergård, D. (2016). Internal motivation in Gamification : An intervention study in an exercise context. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122624

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Nedergård, David. “Internal motivation in Gamification : An intervention study in an exercise context.” 2016. Thesis, Umeå University. Accessed November 27, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122624.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Nedergård, David. “Internal motivation in Gamification : An intervention study in an exercise context.” 2016. Web. 27 Nov 2020.

Vancouver:

Nedergård D. Internal motivation in Gamification : An intervention study in an exercise context. [Internet] [Thesis]. Umeå University; 2016. [cited 2020 Nov 27]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122624.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Nedergård D. Internal motivation in Gamification : An intervention study in an exercise context. [Thesis]. Umeå University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122624

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

5. Nimkar, Chaitany. Alcogait Gamification.

Degree: MS, 2018, Worcester Polytechnic Institute

 Alcohol abuse causes 1 in 10 deaths among adults in the United States aged 20-64 years [11]. An effort to motivate health-related behavioral changes in… (more)

Subjects/Keywords: gamification; m-health

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APA (6th Edition):

Nimkar, C. (2018). Alcogait Gamification. (Thesis). Worcester Polytechnic Institute. Retrieved from etd-050318-163438 ; https://digitalcommons.wpi.edu/etd-theses/689

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Nimkar, Chaitany. “Alcogait Gamification.” 2018. Thesis, Worcester Polytechnic Institute. Accessed November 27, 2020. etd-050318-163438 ; https://digitalcommons.wpi.edu/etd-theses/689.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Nimkar, Chaitany. “Alcogait Gamification.” 2018. Web. 27 Nov 2020.

Vancouver:

Nimkar C. Alcogait Gamification. [Internet] [Thesis]. Worcester Polytechnic Institute; 2018. [cited 2020 Nov 27]. Available from: etd-050318-163438 ; https://digitalcommons.wpi.edu/etd-theses/689.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Nimkar C. Alcogait Gamification. [Thesis]. Worcester Polytechnic Institute; 2018. Available from: etd-050318-163438 ; https://digitalcommons.wpi.edu/etd-theses/689

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Southern California

6. Whittaker, Christina J. The gamification of corporate responsibility.

Degree: MA, Strategic Public Relations, 2015, University of Southern California

Gamification is an emerging field in the Corporate Responsibility (CR) industry, but in key areas where CR practices fall short including financial ROI measurement and… (more)

Subjects/Keywords: corporate responsibility; gamification

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Whittaker, C. J. (2015). The gamification of corporate responsibility. (Masters Thesis). University of Southern California. Retrieved from http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/567349/rec/6746

Chicago Manual of Style (16th Edition):

Whittaker, Christina J. “The gamification of corporate responsibility.” 2015. Masters Thesis, University of Southern California. Accessed November 27, 2020. http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/567349/rec/6746.

MLA Handbook (7th Edition):

Whittaker, Christina J. “The gamification of corporate responsibility.” 2015. Web. 27 Nov 2020.

Vancouver:

Whittaker CJ. The gamification of corporate responsibility. [Internet] [Masters thesis]. University of Southern California; 2015. [cited 2020 Nov 27]. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/567349/rec/6746.

Council of Science Editors:

Whittaker CJ. The gamification of corporate responsibility. [Masters Thesis]. University of Southern California; 2015. Available from: http://digitallibrary.usc.edu/cdm/compoundobject/collection/p15799coll3/id/567349/rec/6746


Royal Roads University

7. Trimblett, Shelley. Gamification in nursing jurisprudence .

Degree: 2016, Royal Roads University

 A Licensed Practical Nurses (LPNs) understanding of regulation and standards of practice as it informs their practice, is vital to assuring public safety. The College… (more)

Subjects/Keywords: education; engagement; gamification; jurisprudence; regulation

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Trimblett, S. (2016). Gamification in nursing jurisprudence . (Thesis). Royal Roads University. Retrieved from http://hdl.handle.net/10170/920

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Trimblett, Shelley. “Gamification in nursing jurisprudence .” 2016. Thesis, Royal Roads University. Accessed November 27, 2020. http://hdl.handle.net/10170/920.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Trimblett, Shelley. “Gamification in nursing jurisprudence .” 2016. Web. 27 Nov 2020.

Vancouver:

Trimblett S. Gamification in nursing jurisprudence . [Internet] [Thesis]. Royal Roads University; 2016. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/10170/920.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Trimblett S. Gamification in nursing jurisprudence . [Thesis]. Royal Roads University; 2016. Available from: http://hdl.handle.net/10170/920

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

8. Fiore, Carolyn A. Gamification of Individual Differences.

Degree: Industrial/Organizational Psychology: M.S., Psychology, 2016, St. Cloud State University

  This study examines the new method of gamification for measuring individual differences for personal decision making. The first purpose was to examine if gamification,… (more)

Subjects/Keywords: Gamification; Personality; Testing; Faking

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Fiore, C. A. (2016). Gamification of Individual Differences. (Masters Thesis). St. Cloud State University. Retrieved from https://repository.stcloudstate.edu/psyc_etds/4

Chicago Manual of Style (16th Edition):

Fiore, Carolyn A. “Gamification of Individual Differences.” 2016. Masters Thesis, St. Cloud State University. Accessed November 27, 2020. https://repository.stcloudstate.edu/psyc_etds/4.

MLA Handbook (7th Edition):

Fiore, Carolyn A. “Gamification of Individual Differences.” 2016. Web. 27 Nov 2020.

Vancouver:

Fiore CA. Gamification of Individual Differences. [Internet] [Masters thesis]. St. Cloud State University; 2016. [cited 2020 Nov 27]. Available from: https://repository.stcloudstate.edu/psyc_etds/4.

Council of Science Editors:

Fiore CA. Gamification of Individual Differences. [Masters Thesis]. St. Cloud State University; 2016. Available from: https://repository.stcloudstate.edu/psyc_etds/4


University of Alberta

9. Fairbairn, Shayna M. The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level.

Degree: MA, Physical Education and Recreation, 2014, University of Alberta

 The addition of gamification in the health promotion field is an up and coming method that is being utilized to raise engagement and keep more… (more)

Subjects/Keywords: Fitbit; Stair Climbing; Gamification

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APA (6th Edition):

Fairbairn, S. M. (2014). The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level. (Masters Thesis). University of Alberta. Retrieved from https://era.library.ualberta.ca/files/d217qp72m

Chicago Manual of Style (16th Edition):

Fairbairn, Shayna M. “The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level.” 2014. Masters Thesis, University of Alberta. Accessed November 27, 2020. https://era.library.ualberta.ca/files/d217qp72m.

MLA Handbook (7th Edition):

Fairbairn, Shayna M. “The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level.” 2014. Web. 27 Nov 2020.

Vancouver:

Fairbairn SM. The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level. [Internet] [Masters thesis]. University of Alberta; 2014. [cited 2020 Nov 27]. Available from: https://era.library.ualberta.ca/files/d217qp72m.

Council of Science Editors:

Fairbairn SM. The Development and Implementation of a Gamified Stair Climbing Intervention at an Individual Level. [Masters Thesis]. University of Alberta; 2014. Available from: https://era.library.ualberta.ca/files/d217qp72m


Penn State University

10. Snyder, Pamela Claire. Pedagogical Perspectives of Faculty Who Gamify: A Grounded Therory Approach.

Degree: 2018, Penn State University

 This dissertation applied a grounded theory methodology to understand how and why faculty make the pedagogical decisions they do when using gamification (the use of… (more)

Subjects/Keywords: gamification; pedagogy; grounded theory

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APA (6th Edition):

Snyder, P. C. (2018). Pedagogical Perspectives of Faculty Who Gamify: A Grounded Therory Approach. (Thesis). Penn State University. Retrieved from https://submit-etda.libraries.psu.edu/catalog/15018pcs163

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Snyder, Pamela Claire. “Pedagogical Perspectives of Faculty Who Gamify: A Grounded Therory Approach.” 2018. Thesis, Penn State University. Accessed November 27, 2020. https://submit-etda.libraries.psu.edu/catalog/15018pcs163.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Snyder, Pamela Claire. “Pedagogical Perspectives of Faculty Who Gamify: A Grounded Therory Approach.” 2018. Web. 27 Nov 2020.

Vancouver:

Snyder PC. Pedagogical Perspectives of Faculty Who Gamify: A Grounded Therory Approach. [Internet] [Thesis]. Penn State University; 2018. [cited 2020 Nov 27]. Available from: https://submit-etda.libraries.psu.edu/catalog/15018pcs163.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Snyder PC. Pedagogical Perspectives of Faculty Who Gamify: A Grounded Therory Approach. [Thesis]. Penn State University; 2018. Available from: https://submit-etda.libraries.psu.edu/catalog/15018pcs163

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Leiden University

11. Hooghiemstra, Dave. Gamification in Japan: a critical analysis.

Degree: 2017, Leiden University

 Recent years have marked the beginning of a new era for businesses to engage customers with their brand and products, using the internet as the… (more)

Subjects/Keywords: gamification; Japan; games; motivation; play

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APA (6th Edition):

Hooghiemstra, D. (2017). Gamification in Japan: a critical analysis. (Masters Thesis). Leiden University. Retrieved from http://hdl.handle.net/1887/45485

Chicago Manual of Style (16th Edition):

Hooghiemstra, Dave. “Gamification in Japan: a critical analysis.” 2017. Masters Thesis, Leiden University. Accessed November 27, 2020. http://hdl.handle.net/1887/45485.

MLA Handbook (7th Edition):

Hooghiemstra, Dave. “Gamification in Japan: a critical analysis.” 2017. Web. 27 Nov 2020.

Vancouver:

Hooghiemstra D. Gamification in Japan: a critical analysis. [Internet] [Masters thesis]. Leiden University; 2017. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/1887/45485.

Council of Science Editors:

Hooghiemstra D. Gamification in Japan: a critical analysis. [Masters Thesis]. Leiden University; 2017. Available from: http://hdl.handle.net/1887/45485


Leiden University

12. Weij, Merijn. Effects of different leaderboards in a casual gaming application in higher education.

Degree: 2017, Leiden University

Subjects/Keywords: leaderboard; gamification

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Weij, M. (2017). Effects of different leaderboards in a casual gaming application in higher education. (Masters Thesis). Leiden University. Retrieved from http://hdl.handle.net/1887/46661

Chicago Manual of Style (16th Edition):

Weij, Merijn. “Effects of different leaderboards in a casual gaming application in higher education.” 2017. Masters Thesis, Leiden University. Accessed November 27, 2020. http://hdl.handle.net/1887/46661.

MLA Handbook (7th Edition):

Weij, Merijn. “Effects of different leaderboards in a casual gaming application in higher education.” 2017. Web. 27 Nov 2020.

Vancouver:

Weij M. Effects of different leaderboards in a casual gaming application in higher education. [Internet] [Masters thesis]. Leiden University; 2017. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/1887/46661.

Council of Science Editors:

Weij M. Effects of different leaderboards in a casual gaming application in higher education. [Masters Thesis]. Leiden University; 2017. Available from: http://hdl.handle.net/1887/46661


University of Waikato

13. Jefferies, Dannette Louise. Inhibitors to the Organisational Adoption of Gamification .

Degree: 2017, University of Waikato

 This study looks at how organisations can use technology to engage, motivate, and reward staff by embedding game-like elements into business applications and processes through… (more)

Subjects/Keywords: Gamification; Organisation; Motivation; Employee; Engagement

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Jefferies, D. L. (2017). Inhibitors to the Organisational Adoption of Gamification . (Masters Thesis). University of Waikato. Retrieved from http://hdl.handle.net/10289/11012

Chicago Manual of Style (16th Edition):

Jefferies, Dannette Louise. “Inhibitors to the Organisational Adoption of Gamification .” 2017. Masters Thesis, University of Waikato. Accessed November 27, 2020. http://hdl.handle.net/10289/11012.

MLA Handbook (7th Edition):

Jefferies, Dannette Louise. “Inhibitors to the Organisational Adoption of Gamification .” 2017. Web. 27 Nov 2020.

Vancouver:

Jefferies DL. Inhibitors to the Organisational Adoption of Gamification . [Internet] [Masters thesis]. University of Waikato; 2017. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/10289/11012.

Council of Science Editors:

Jefferies DL. Inhibitors to the Organisational Adoption of Gamification . [Masters Thesis]. University of Waikato; 2017. Available from: http://hdl.handle.net/10289/11012


Washington State University

14. [No author]. The Effect of Gamification on Motivation and Engagement in Three WSU College Courses .

Degree: 2018, Washington State University

 Abstract The purpose of this mixed-method study was to explore the effects of the use of gamification on students’ motivation and engagement in the college… (more)

Subjects/Keywords: Educational technology; Engagement; Gamification; Motivation

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APA (6th Edition):

author], [. (2018). The Effect of Gamification on Motivation and Engagement in Three WSU College Courses . (Thesis). Washington State University. Retrieved from http://hdl.handle.net/2376/16304

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

author], [No. “The Effect of Gamification on Motivation and Engagement in Three WSU College Courses .” 2018. Thesis, Washington State University. Accessed November 27, 2020. http://hdl.handle.net/2376/16304.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

author], [No. “The Effect of Gamification on Motivation and Engagement in Three WSU College Courses .” 2018. Web. 27 Nov 2020.

Vancouver:

author] [. The Effect of Gamification on Motivation and Engagement in Three WSU College Courses . [Internet] [Thesis]. Washington State University; 2018. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/2376/16304.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

author] [. The Effect of Gamification on Motivation and Engagement in Three WSU College Courses . [Thesis]. Washington State University; 2018. Available from: http://hdl.handle.net/2376/16304

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Royal Roads University

15. Fryers, Grace Cheryl. Gamification for environmental change? .

Degree: 2017, Royal Roads University

 This study used mixed methods research to explore the use of an environmental gaming app in an academic setting to determine if it could encourage… (more)

Subjects/Keywords: Environment; Games; Gamification; Sustainability

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APA (6th Edition):

Fryers, G. C. (2017). Gamification for environmental change? . (Thesis). Royal Roads University. Retrieved from http://hdl.handle.net/10613/5302

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Fryers, Grace Cheryl. “Gamification for environmental change? .” 2017. Thesis, Royal Roads University. Accessed November 27, 2020. http://hdl.handle.net/10613/5302.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Fryers, Grace Cheryl. “Gamification for environmental change? .” 2017. Web. 27 Nov 2020.

Vancouver:

Fryers GC. Gamification for environmental change? . [Internet] [Thesis]. Royal Roads University; 2017. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/10613/5302.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Fryers GC. Gamification for environmental change? . [Thesis]. Royal Roads University; 2017. Available from: http://hdl.handle.net/10613/5302

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Tampere University

16. Tamminen, Juhani. Gamification and user engagement in self-learning software .

Degree: 2015, Tampere University

Gamification, or the use of game elements in non-game environments, is a field which has been growing rapidly in the recent years. The main focus… (more)

Subjects/Keywords: gamification; learning; user engagement; motivation

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Tamminen, J. (2015). Gamification and user engagement in self-learning software . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/97502

Chicago Manual of Style (16th Edition):

Tamminen, Juhani. “Gamification and user engagement in self-learning software .” 2015. Masters Thesis, Tampere University. Accessed November 27, 2020. https://trepo.tuni.fi/handle/10024/97502.

MLA Handbook (7th Edition):

Tamminen, Juhani. “Gamification and user engagement in self-learning software .” 2015. Web. 27 Nov 2020.

Vancouver:

Tamminen J. Gamification and user engagement in self-learning software . [Internet] [Masters thesis]. Tampere University; 2015. [cited 2020 Nov 27]. Available from: https://trepo.tuni.fi/handle/10024/97502.

Council of Science Editors:

Tamminen J. Gamification and user engagement in self-learning software . [Masters Thesis]. Tampere University; 2015. Available from: https://trepo.tuni.fi/handle/10024/97502


Tampere University

17. Jafarzadeh Rezvan, Mohammad. Gamification elements in tracking applications .

Degree: 2017, Tampere University

 Mobile phones are highly effective to develop mHealth applications. The mHealth is the use of mobile communication for health services. There are various types of… (more)

Subjects/Keywords: gamification; tracking application; usability; mHealth

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Jafarzadeh Rezvan, M. (2017). Gamification elements in tracking applications . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/102417

Chicago Manual of Style (16th Edition):

Jafarzadeh Rezvan, Mohammad. “Gamification elements in tracking applications .” 2017. Masters Thesis, Tampere University. Accessed November 27, 2020. https://trepo.tuni.fi/handle/10024/102417.

MLA Handbook (7th Edition):

Jafarzadeh Rezvan, Mohammad. “Gamification elements in tracking applications .” 2017. Web. 27 Nov 2020.

Vancouver:

Jafarzadeh Rezvan M. Gamification elements in tracking applications . [Internet] [Masters thesis]. Tampere University; 2017. [cited 2020 Nov 27]. Available from: https://trepo.tuni.fi/handle/10024/102417.

Council of Science Editors:

Jafarzadeh Rezvan M. Gamification elements in tracking applications . [Masters Thesis]. Tampere University; 2017. Available from: https://trepo.tuni.fi/handle/10024/102417


University of Debrecen

18. Szabó, Viktória. Egy számítógépes játéksorozat marketingkommunikációja .

Degree: DE – TEK – Bölcsészettudományi Kar, 2013, University of Debrecen

 Szakdolgozatom témájául egy számítógépes játéksorozat marketingtechnológiáját, közösségivé válását választottam. A témát egy elismert számítógépes játékfejlesztő cégen, a BioWare Corporation-ön keresztül szeretném bemutatni. A cégen belül… (more)

Subjects/Keywords: marketing; számítógépes játék; gamification

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APA (6th Edition):

Szabó, V. (2013). Egy számítógépes játéksorozat marketingkommunikációja . (Thesis). University of Debrecen. Retrieved from http://hdl.handle.net/2437/164788

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Szabó, Viktória. “Egy számítógépes játéksorozat marketingkommunikációja .” 2013. Thesis, University of Debrecen. Accessed November 27, 2020. http://hdl.handle.net/2437/164788.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Szabó, Viktória. “Egy számítógépes játéksorozat marketingkommunikációja .” 2013. Web. 27 Nov 2020.

Vancouver:

Szabó V. Egy számítógépes játéksorozat marketingkommunikációja . [Internet] [Thesis]. University of Debrecen; 2013. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/2437/164788.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Szabó V. Egy számítógépes játéksorozat marketingkommunikációja . [Thesis]. University of Debrecen; 2013. Available from: http://hdl.handle.net/2437/164788

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

19. Nilsson, Eleonore. Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar.

Degree: Informatics, 2013, Umeå University

  Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one… (more)

Subjects/Keywords: Gamification; lärplattformar; Informatics; Informatik

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Nilsson, E. (2013). Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar. (Thesis). Umeå University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79688

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Nilsson, Eleonore. “Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar.” 2013. Thesis, Umeå University. Accessed November 27, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79688.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Nilsson, Eleonore. “Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar.” 2013. Web. 27 Nov 2020.

Vancouver:

Nilsson E. Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar. [Internet] [Thesis]. Umeå University; 2013. [cited 2020 Nov 27]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79688.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Nilsson E. Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar. [Thesis]. Umeå University; 2013. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79688

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

20. Järpemark, Linda. Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan.

Degree: Literature and Intercultural Studies, 2015, Karlstad University

  This study examines the impact of teaching method gamification and how game mechanisms affect motivation from a student perspective in the subject of Swedish.… (more)

Subjects/Keywords: Motivation; gamification; game mechanic

Page 1

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Järpemark, L. (2015). Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan. (Thesis). Karlstad University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37398

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Järpemark, Linda. “Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan.” 2015. Thesis, Karlstad University. Accessed November 27, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37398.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Järpemark, Linda. “Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan.” 2015. Web. 27 Nov 2020.

Vancouver:

Järpemark L. Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan. [Internet] [Thesis]. Karlstad University; 2015. [cited 2020 Nov 27]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37398.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Järpemark L. Spel på schemat : Elevperspektiv på hur spelifiering och spelmekanismer kan inverka på undervisning och lärande i grundskolan. [Thesis]. Karlstad University; 2015. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37398

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Uppsala University

21. Hamberg, Lukas; Hilding, Pontus. Eco-Gamification of the Swedish Recycling System : The Pantarevir Game.

Degree: Information Technology, 2016, Uppsala University

This is a report which details an independent project for the Computer and Information Engineering Programme held at Uppsala University involving the design and… (more)

Subjects/Keywords: recycling; gamification; application; environment

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Hamberg, Lukas; Hilding, P. (2016). Eco-Gamification of the Swedish Recycling System : The Pantarevir Game. (Thesis). Uppsala University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296956

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Hamberg, Lukas; Hilding, Pontus. “Eco-Gamification of the Swedish Recycling System : The Pantarevir Game.” 2016. Thesis, Uppsala University. Accessed November 27, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296956.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Hamberg, Lukas; Hilding, Pontus. “Eco-Gamification of the Swedish Recycling System : The Pantarevir Game.” 2016. Web. 27 Nov 2020.

Vancouver:

Hamberg, Lukas; Hilding P. Eco-Gamification of the Swedish Recycling System : The Pantarevir Game. [Internet] [Thesis]. Uppsala University; 2016. [cited 2020 Nov 27]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296956.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Hamberg, Lukas; Hilding P. Eco-Gamification of the Swedish Recycling System : The Pantarevir Game. [Thesis]. Uppsala University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296956

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Jönköping University

22. Wiklund, Emil. The Gamification Process : A framework on gamification.

Degree: Jönköping International Business School, 2016, Jönköping University

  In this thesis a gamification framework was built based upon the existing body of literature on gamification to more easily describe the processes in how… (more)

Subjects/Keywords: Gamification; Business Administration; Företagsekonomi

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Wiklund, E. (2016). The Gamification Process : A framework on gamification. (Thesis). Jönköping University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Wiklund, Emil. “The Gamification Process : A framework on gamification.” 2016. Thesis, Jönköping University. Accessed November 27, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Wiklund, Emil. “The Gamification Process : A framework on gamification.” 2016. Web. 27 Nov 2020.

Vancouver:

Wiklund E. The Gamification Process : A framework on gamification. [Internet] [Thesis]. Jönköping University; 2016. [cited 2020 Nov 27]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Wiklund E. The Gamification Process : A framework on gamification. [Thesis]. Jönköping University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Linnaeus University

23. Wadström, Anna; Lidman, Anna. Game on : Att spela sig till nya höjder av motivation.

Degree: Organisation and Entrepreneurship, 2015, Linnaeus University

“Motivation is the desire within a person causing that person to act” (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately… (more)

Subjects/Keywords: Motivation; Gamification; Business Administration; Företagsekonomi

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APA (6th Edition):

Wadström, Anna; Lidman, A. (2015). Game on : Att spela sig till nya höjder av motivation. (Thesis). Linnaeus University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43492

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Wadström, Anna; Lidman, Anna. “Game on : Att spela sig till nya höjder av motivation.” 2015. Thesis, Linnaeus University. Accessed November 27, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43492.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Wadström, Anna; Lidman, Anna. “Game on : Att spela sig till nya höjder av motivation.” 2015. Web. 27 Nov 2020.

Vancouver:

Wadström, Anna; Lidman A. Game on : Att spela sig till nya höjder av motivation. [Internet] [Thesis]. Linnaeus University; 2015. [cited 2020 Nov 27]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43492.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Wadström, Anna; Lidman A. Game on : Att spela sig till nya höjder av motivation. [Thesis]. Linnaeus University; 2015. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43492

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Södertörns Högskola

24. Gaulitz, Linn. ”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende.

Degree: 2011, Södertörns Högskola

  Att använda influenser från spel på andra sorters tjänster har i dagens samhälle visat sig vara ett vinnande koncept. Det är inom de flesta… (more)

Subjects/Keywords: Gamification; spelifiering; spel; motivation; spelmekanismer

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Gaulitz, L. (2011). ”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende. (Thesis). Södertörns Högskola. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15385

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Gaulitz, Linn. “”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende.” 2011. Thesis, Södertörns Högskola. Accessed November 27, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15385.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Gaulitz, Linn. “”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende.” 2011. Web. 27 Nov 2020.

Vancouver:

Gaulitz L. ”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende. [Internet] [Thesis]. Södertörns Högskola; 2011. [cited 2020 Nov 27]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15385.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Gaulitz L. ”Enter. Play. Stay.” : En studie om vilka spelmekanismer som lämpar sig för att motivera till ett förändrat träningsbeteende. [Thesis]. Södertörns Högskola; 2011. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15385

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

25. Counts, James. Teaching Kids Computational Thinking with Game Design Activities .

Degree: 2013, California State University – San Marcos

 Computational Thinking is an increasingly important problem solving tool in a variety of fields because it involves decomposing seemingly intractable problems into smaller, solvable problems,… (more)

Subjects/Keywords: Computer Science; Computational Thinking; Gamification

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APA (6th Edition):

Counts, J. (2013). Teaching Kids Computational Thinking with Game Design Activities . (Thesis). California State University – San Marcos. Retrieved from http://hdl.handle.net/10211.8/556

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Counts, James. “Teaching Kids Computational Thinking with Game Design Activities .” 2013. Thesis, California State University – San Marcos. Accessed November 27, 2020. http://hdl.handle.net/10211.8/556.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Counts, James. “Teaching Kids Computational Thinking with Game Design Activities .” 2013. Web. 27 Nov 2020.

Vancouver:

Counts J. Teaching Kids Computational Thinking with Game Design Activities . [Internet] [Thesis]. California State University – San Marcos; 2013. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/10211.8/556.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Counts J. Teaching Kids Computational Thinking with Game Design Activities . [Thesis]. California State University – San Marcos; 2013. Available from: http://hdl.handle.net/10211.8/556

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Limerick

26. Exton, Geraldine. Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment.

Degree: 2017, University of Limerick

peer-reviewed

The second file on this record contains files referenced in the Appendix of the thesis.

This thesis aims to formalise the relationship between game… (more)

Subjects/Keywords: gamification; design elements; systematic

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APA (6th Edition):

Exton, G. (2017). Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment. (Thesis). University of Limerick. Retrieved from http://hdl.handle.net/10344/6521

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Exton, Geraldine. “Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment.” 2017. Thesis, University of Limerick. Accessed November 27, 2020. http://hdl.handle.net/10344/6521.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Exton, Geraldine. “Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment.” 2017. Web. 27 Nov 2020.

Vancouver:

Exton G. Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment. [Internet] [Thesis]. University of Limerick; 2017. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/10344/6521.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Exton G. Gamification as a motivational tool for software systems, as illustrated in a second-language learning environment. [Thesis]. University of Limerick; 2017. Available from: http://hdl.handle.net/10344/6521

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Waterloo

27. Chen, Chen. Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap.

Degree: 2017, University of Waterloo

 Volunteered Geographic Information (VGI) describes a new type of spatial information created by the public voluntarily (Goodchild, 2007). However, many questions persist about the quality… (more)

Subjects/Keywords: Volunteered Geographic Information; Gamification; OpenStreetMap

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APA (6th Edition):

Chen, C. (2017). Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap. (Thesis). University of Waterloo. Retrieved from http://hdl.handle.net/10012/11770

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Chen, Chen. “Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap.” 2017. Thesis, University of Waterloo. Accessed November 27, 2020. http://hdl.handle.net/10012/11770.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Chen, Chen. “Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap.” 2017. Web. 27 Nov 2020.

Vancouver:

Chen C. Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap. [Internet] [Thesis]. University of Waterloo; 2017. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/10012/11770.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Chen C. Gamification in a Volunteered Geographic Information context with regard to contributors' motivations: A case study of OpenStreetMap. [Thesis]. University of Waterloo; 2017. Available from: http://hdl.handle.net/10012/11770

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

28. Ericson, Anton. Developing a Gamified Fitness Application for Truck Drivers .

Degree: Chalmers tekniska högskola / Institutionen för data och informationsteknik, 2019, Chalmers University of Technology

 A fitness application for Volvo Trucks’ Android based infotainment system has been developed. The purpose of the project is to increase truck drivers motivation for… (more)

Subjects/Keywords: Android; Application; Gamification; Fitness

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APA (6th Edition):

Ericson, A. (2019). Developing a Gamified Fitness Application for Truck Drivers . (Thesis). Chalmers University of Technology. Retrieved from http://hdl.handle.net/20.500.12380/300028

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Ericson, Anton. “Developing a Gamified Fitness Application for Truck Drivers .” 2019. Thesis, Chalmers University of Technology. Accessed November 27, 2020. http://hdl.handle.net/20.500.12380/300028.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Ericson, Anton. “Developing a Gamified Fitness Application for Truck Drivers .” 2019. Web. 27 Nov 2020.

Vancouver:

Ericson A. Developing a Gamified Fitness Application for Truck Drivers . [Internet] [Thesis]. Chalmers University of Technology; 2019. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/20.500.12380/300028.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Ericson A. Developing a Gamified Fitness Application for Truck Drivers . [Thesis]. Chalmers University of Technology; 2019. Available from: http://hdl.handle.net/20.500.12380/300028

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

29. Magnusson, Johannes. Augmented Reality .

Degree: Chalmers tekniska högskola / Institutionen för data och informationsteknik, 2019, Chalmers University of Technology

 A prototype of a mobile quiz application, called “Treasures of Lindängen”, has been developed by Semcon in cooperation with Malmö city since june 2017. Together… (more)

Subjects/Keywords: Gamification; Augmented reality; Android development

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Magnusson, J. (2019). Augmented Reality . (Thesis). Chalmers University of Technology. Retrieved from http://hdl.handle.net/20.500.12380/300034

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Magnusson, Johannes. “Augmented Reality .” 2019. Thesis, Chalmers University of Technology. Accessed November 27, 2020. http://hdl.handle.net/20.500.12380/300034.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Magnusson, Johannes. “Augmented Reality .” 2019. Web. 27 Nov 2020.

Vancouver:

Magnusson J. Augmented Reality . [Internet] [Thesis]. Chalmers University of Technology; 2019. [cited 2020 Nov 27]. Available from: http://hdl.handle.net/20.500.12380/300034.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Magnusson J. Augmented Reality . [Thesis]. Chalmers University of Technology; 2019. Available from: http://hdl.handle.net/20.500.12380/300034

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Montana Tech

30. Hatley, Daniel Charles. Gamification in Environmental Education.

Degree: MS, 2013, Montana Tech

Gamification, the use of game-based elements to engage people, motivate action, promote learning, and solve problems, is an educational technique that may have merit at… (more)

Subjects/Keywords: games; games-based learning; gamification

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Hatley, D. C. (2013). Gamification in Environmental Education. (Masters Thesis). Montana Tech. Retrieved from https://scholarworks.umt.edu/etd/477

Chicago Manual of Style (16th Edition):

Hatley, Daniel Charles. “Gamification in Environmental Education.” 2013. Masters Thesis, Montana Tech. Accessed November 27, 2020. https://scholarworks.umt.edu/etd/477.

MLA Handbook (7th Edition):

Hatley, Daniel Charles. “Gamification in Environmental Education.” 2013. Web. 27 Nov 2020.

Vancouver:

Hatley DC. Gamification in Environmental Education. [Internet] [Masters thesis]. Montana Tech; 2013. [cited 2020 Nov 27]. Available from: https://scholarworks.umt.edu/etd/477.

Council of Science Editors:

Hatley DC. Gamification in Environmental Education. [Masters Thesis]. Montana Tech; 2013. Available from: https://scholarworks.umt.edu/etd/477

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