• Gamification of Chores 

      Aas, Jonas Jevnaker; Grønbeck, Svenn Roland Refsnes (Master thesis, 2021)
      I dagens samfunn øker antallet folk som eier smarttelefoner daglig. Spill er blant de mest populære mobilapplikasjonstypene. I tillegg til den høye bruken av mobilspill, pleier folk å gjøre minimalt med husarbeid. Dette ...
    • Gamification of Chores 

      Almankaas, Christoffer; Sørmo, Fredrik Johannes Gillebo (Master thesis, 2020)
      I dag bruker en betydelig del av befolkningen smarttelefoner på daglig basis. Spredningen av denne teknologien og dens anvendelse under forskjellige omstendigheter har blitt et attraktivt felt for forskere. Spesielt ...
    • Gamification of Chores 

      Almankaas, Christoffer; Sørmo, Fredrik Johannes Gillebo (Master thesis, 2020)
      I dag bruker en betydelig del av befolkningen smarttelefoner på daglig basis. Spredningen av denne teknologien og dens anvendelse under forskjellige omstendigheter har blitt et attraktivt felt for forskere. Spesielt ...
    • Gamification of Curricula for Primary, Lower Secondary, and Upper Secondary Schools 

      Blakli, Andreas; Opkvitne Årnes, Vegard; Gascogne, Theo Camille; Ulsrud, Jesper (Bachelor thesis, 2021)
      Oppigjennom årene har læringsmetoder utviklet seg mer og mer fra de tradisjonelle metodene for å holde følge med moderniseringen av multimedia. NTNU Gjøvik ønsker å utforske mulighetene til å gi lærerne en plattform til å ...
    • Gamification to Promote Student Learning Activity 

      Vo, Tam Duc Ha (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 

      Jonassen, Christian (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 

      Aarhus, Karen Dahl; Motland, Julie Holte (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 Mobile Application to Raise Awareness and Support Energy Efficient Behavior 

      Larsen, Ragnhild (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 

      Phetchpinkaew, Gorn (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 

      Ludvigsen, Marius; Wallervand, Christian (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 informal learning activities using interactive displays: an empirical investigation of students’ learning and engagement 

      Ioannis, Leftheriotis; Giannakos, Michail; Jaccheri, Maria Letizia (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 

      Nowostawski, Mariusz; McCallum, Simon; Mishra, Deepti (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 

      Sverdvik, Severin; Hvidsten, Nicolay H (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 

      Bolstad, Syver (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 

      Amro, Lama (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 ...
    • Gamut Mapping in RGB Colour Spaces with the Iterative Ratios Diffusion Algorithm 

      Gatta, Carlo; Farup, Ivar (Journal article; Peer reviewed, 2017)
      ifferent reproduction devices can have different sets of re-producible colours. These sets are called gamuts. The processof transforming colours from one device (or image) gamut to an-other is called gamut mapping. Gamut ...
    • Gap terminology and related combinatorial properties for AVL trees and Fibonacci-isomorphic trees 

      Amani, Mahdi (Journal article; Peer reviewed, 2018)
      We introduce gaps that are edges or external pointers in AVL trees such that the height difference between the subtrees rooted at their two endpoints is equal to 2. Using gaps we prove the Basic-Theorem that illustrates ...
    • Gastrin activates autophagy and increases migration and survival of gastric adenocarcinoma cells 

      Rao, Shalini; Solum, Guri; Niederdorfer, Barbara; Nørsett, Kristin; Bjørkøy, Geir; Thommesen, Liv (Journal article; Peer reviewed, 2017)
      Background: The peptide hormone gastrin exerts a growth-promoting effect in both normal and malignant gastrointestinal tissue. Gastrin mediates its effect via the cholecystokinin 2 receptor (CCKBR/CCK2R). Although a ...
    • Gaze insights into debugging behavior using learner-centred analysis 

      Mangaroska, Katerina; Sharma, Kshitij; Giannakos, Michail; Trætteberg, Hallvard; Dillenbourg, Pierre (Chapter, 2018)
      The presented study tries to tackle an intriguing question of how user-generated data from current technologies can be used to reinforce learners' reflections, improve teaching practices, and close the learning analytics ...
    • Gaze Interaction for Handheld Multi-touch Devices - An Explorative Study 

      Fjermeros, Lars Emil; Sun, Shimin (Master thesis, 2016)
      This thesis explores how promising gaze interaction can replace touch interaction on handheld multi-touch devices. A set of three modules have been developed that use gaze as interaction method. These modules are run through ...