Browsing by Subject "gamification"
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Item type:Book Chapter, Access status: Open Access , Attractiveness of Games and Business Simulations in Teaching Process(Wydawnictwa AGH, 2023) Wieroński, TomaszThis study aims to assess the attractiveness of games and business simulations in the teaching process. The presented overview concerns their application in primary and secondary schools, at universities and in business. Among the most important benefits were the development of participants’ creativity and the use of games as effective tools for imparting practical knowledge. The chapter presents the results of a survey completed by 97 participants. The study showed that the use of games and business simulations is positively perceived by trainees and students, but this form of knowledge transfer must be used with awareness of its limitations relative to other forms. The last section focuses on conclusions and suggested possibilities for further development of games and simulations in the teaching process. Colloquially: does the use of business games make learning a more enjoyable and less boring process? Is the preferred option for acquiring practical knowledge the choice of a book or attending a lecture, or would participants prefer game- and simulation-based learning?Item type:Thesis, Access status: Restricted , Design and implementation of the gamification module for a semantic wiki(Data obrony: 2019-01-29) Prażuch, Maciej
Wydział Elektrotechniki, Automatyki, Informatyki i Inżynierii BiomedycznejItem type:Article, Access status: Open Access , Escape Room with a touch of chamber LARP as a creative form of library promotion – a case study(Uniwersytet Gdański, 2022) Imiołek-Stachura, Karolina; Łapucha, Paweł
Biblioteka GłównaOn the occasion of the 100th anniversary of the AGH-UST Main Library, a number of activities were organized as a part of the open days to attract the attention of the academic community. One of the main events was an Escape Room game organized as a chamber LARP to remind and show in an unusual way, according to the principles of gamification, how necessary and important the Library is.Item type:Article, Access status: Open Access , Gamified Recruitment - A Way to Win the Talent of Tomorrow?(Wydawnictwa AGH, 2022) Martensen, Hannah; Martensen, Malte; Asanger, JohannesOrganizations are faced with increased competition in the war for talent, and their sustained competitive advantage may depend on the ability to attract suitable candidates. The gamification of HR recruitment processes can be one solution, as it creates employer brand awareness and enables candidates to better assess their fit with the organizational culture and job requirements. Based on a comprehensive literature review and through focus groups and qualitative content analysis, we develop guidelines for effective application design and implementation. Our findings are mirrored against UTAUT 2 theory and consolidated in a Model for Acceptance of Gamified Recruitment Elements. Results suggest that gamified recruitment is an effective option to support traditional recruitment processes in orienting candidates and companies about the individual employer fit, ultimately increasing the quality of applications and strengthening organizations' talent pools. From the results, we derive guidelines on how to effectively implement design features.Item type:Thesis, Access status: Restricted , Opracowanie modułu grywalizacji wspierającego proces tworzenia ontologii w wiki(Data obrony: 2018-01-22) Rybczyńska, Ewelina
Wydział Elektrotechniki, Automatyki, Informatyki i Inżynierii BiomedycznejItem type:Thesis, Access status: Restricted , Projekt i implementacja rodzinnej aplikacji motywacyjno-integracyjnej(Data obrony: 2018-11-19) Nykiel, Jakub
Wydział Geologii, Geofizyki i Ochrony ŚrodowiskaCelem niniejszej pracy magisterskiej było zaprojektowanie oraz implementacja aplikacji mobilnej, która uatrakcyjnia wykonywanie codziennych obowiązków zwłaszcza przez dzieci. Aplikacja została stworzona w języku Swift i jest przeznaczona dla użytkowników posiadających urządzenia z systemem iOS. W programie wykorzystano technologię rozszerzonej rzeczywistości oraz techniki grywalizacji. System umożliwia zarządzanie zadaniami przypisywanymi członkom grup. Za wykonanie zadania użytkownicy otrzymują wcześniej określoną liczbę punktów, które mogą wymienić na nagrody. Aplikacja połączona jest z platformą Firebase, która dostarcza moduł nierelacyjnej bazy danych w czasie rzeczywistym.Item type:Article, Access status: Open Access , Shift in balance: UK perspective on democratic deficit addressed by participatory turn and gamification(Wydawnictwa AGH, 2022) Duke, BenjaminThis paper provides a conceptual theoretical review of participatory turn and gamification from a United Kingdom (UK) perspective. Democratic deficit is a perennial problem in urban-planning systems due to the number of causal factors. Participatory practices and gamification are two instruments that can be used to help alleviate low democratic responsiveness. The paper articulates how there are different ways of knowing and assessing community priorities and values – people need increased consciousness and self-confidence to participate. The UK case studies that are discussed have made a significant contribution by providing useful insights regarding the benefits and limitations of participatory practices and gamification. For example, »Participology« and »Geogopoly« have clear participatory gamification benefits even though they are unable to include decision-maker accountability or recreate real-life power relationships. This paper posits that the use of participatory practices and/or gamification as policy levers (specifically in UK urban-planning processes) will herald a shift in the balance of power.
