Browsing NTNU Open by Title
Now showing items 38263-38282 of 101186
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Gamification of Information Security Awareness and Training
(Chapter, 2017)Security Awareness and Training (SAT) programs are commonly put in place to reduce risk related to insecure behaviour among employees. There are however studies questioning how effective SAT programs are in terms of improving ... -
Gamification to Promote Student Learning Activity
(Master thesis, 2020)Hensikten med masteroppgaven er å forstå hva gamification er i sammenheng med læring, forholdet mellom spillelementer og læringsteori og se på hvordan gamification kan bli tatt i bruk av studenter slik at vi kan lage vår ... -
Gamification: Anvendelser i systematisk forbedring i utføring av kompliserte oppgaver
(Master thesis, 2014)I denne masteroppgaven ser vi på hvordan man kan bruke elementer fra spill til å øke motivasjonen for å gjøre ulike oppgaver. Et system som gir detaljert og ærlig tilbakemelding med medaljer og andre elementer fra spill ... -
Gamified Environmental Education: Investigating the Impact of coralQuest on Learning Experience and Perceptions of Environmental Education in K-12 Students
(Master thesis, 2023)Miljøundervisning er avgjørende for å takle dagens miljøutfordringer og oppnå FNs bærekraftsmål. Imidlertid klarer tradisjonelle undervisningsmetoder ofte ikke å engasjere og motivere elevene effektivt. For å forbedre ... -
Gamified Mechatronic Training System
(Master thesis, 2023)Denne oppgaven tar for seg prossessen av å lage en prototype som fungerer som et spillifisert mekatronisk system for å trene kognitive og muskulære ferdigheter. Arbeidet er basert på et litterært forstudie hvor designforslag ... -
Gamified Mobile Application to Raise Awareness and Support Energy Efficient Behavior
(Master thesis, 2018)Climate change is a fact, and our human activities are part of the cause of it happening. CO2-emissions from our daily activities, like transportation and heating, are a big part of the problem, and change is needed to ... -
Gamified Self-management Solution Supporting Healthy Eating Habits for Children
(Master thesis, 2021)Overvekt og fedme utgjør en av de store helseutfordringene for barn over hele verden, og kan medføre flere alvorlige sykdommer. Det er gjort flere forsøk på å løse dette problemet ved hjelp av digitale verktøy, gjennom ... -
Gamifying an Oil-Gas-Water Separation Process in a Process Control System to Improve Operators' Motivation, Skills, and Process Understanding
(Master thesis, 2012)Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. ... -
Gamifying Experiences Using a Peer Learning Assessment System: Combining Two Separate Research Traditions to Promote Student Learning
(Chapter, 2017)This demonstration presents a gamifying use of a new assessment technology, the Peer Learning Assessment System (PeLe), in higher education. By implementing key elements from gaming in a traditional assessment practice, ... -
Gamifying informal learning activities using interactive displays: an empirical investigation of students’ learning and engagement
(Journal article; Peer reviewed, 2017)Interactive displays (IDs) are increasingly employed in informal learning environments, where they are seen as a medium for enhancing students’ creativity, and engagement. Due to the larger space they provide and thus the ... -
Gamifying research in software engineering
(Journal article; Peer reviewed, 2018)It is a non‐trivial task for research‐centric courses in the software engineering curriculum to compete and engage students on the same level as the practical, software development courses. Practical software development ... -
Gamifying Schools: Utilising Game Concepts to Enhance Learning
(Master thesis, 2013)Engaging elementary school students in various school subjects has always been a difficult task for teachers. In recent years, research on using computer games for educational purposes has shown that situated learning can ... -
Gamifying TDT4100
(Master thesis, 2018)There have been major advancements in information technology lately, and therefore an ever growing need for good programmers. This leads to more programming students, and an increasing pressure on the educators. The course ... -
Gamifying the MITRE ATT&CK for Cyber Security Training using the COFELET Framework
(Master thesis, 2022)Cyberangrep blir mer sofistikerte og endrer seg raskt. Godt trente cybersikkerhetsansatte er nødvendig for å holde styr på disse angrepene, og dette begynner med en godt utdannet og godt trent kandidat. Mens cybersikkerh ... -
Gaming - underholdning eller virkelighetsflukt? Hva kan en sosialarbeider gjøre i møte med gamingavhengighet?
(Bachelor thesis, 2023)Videospill kan representere mye forskjellig. For noen kan gaming være underholdning, en måte å koble av på i en ellers stressende hverdag, og et sted man holder kontakten med fjerne venner. For andre kan gaming være en ... -
Gaming Green: The Educational Potential of Eco – A Digital Simulated Ecosystem
(Journal article; Peer reviewed, 2019)Research into the use of videogames in education is on the rise, and they are cementing their position as part of the modernized, digital classroom. Sustainability education has also become a subject of interest among ... -
Gaming i skolen - i harmoni eller disharmoni med læringsmiljøet?
(Bachelor thesis, 2019)Gaming i skolen - i harmoni eller disharmoni med læringsmiljøet?» tar utgangspunkt i temaet gaming og læringsmiljø for å se på hvorvidt en fritidsaktivitet kan påvirke læringsmiljøet på skolen. Oppgaven inngår i emnet ... -
Gaming motivation and well-being among Norwegian adult gamers: the role of gender and disability
(Journal article; Peer reviewed, 2024)Introduction: Digital gaming is a popular and often social activity, also among adults. However, we need more knowledge of the social dynamics of gaming and its potential benefits for one's well-being. The current study ... -
Gaming the Past: The Impact of Colonialism on the Depiction of Archaeology in Video Games
(Bachelor thesis, 2021)Når det kommer til et historisk perspektiv går arkeologi og plyndring ofte hånd i hånd, men mange klarer ikke å innse aspektet med kolonialisme som også er knyttet til de. Målet med denne analysen er å observere hvordan ... -
Gamle hageplanter i Midt-Norge
(NTNU Vitenskapsmuseet Rapport Botanisk Serie, 0802-2992; 2005:2, Research report, 2005)