• Game AI: micromanagement in Star Craft. 

      Szczepanski, Tomasz Szymon (Master thesis, 2010)
      Real-time strategy (RTS) games are both popular among players as well as among academics. A typical RTS gameplay can be divided into macromanagement and micromanagement. Other researchers have successfully applied Case-based ...
    • Game elicitation: exploring assistance in delayed-effect supply chain decision making 

      Jost, Patrick; Divitini, Monica (Chapter, 2020)
      Socio-technical systems are creating work environments that are data-driven and real-time oriented. While algorithms can assist in this complex environment, decision making still predominantly relies on humans. An inadequate ...
    • Game Enhanced Lectures: An Implementation and Analysis of a Lecture Game 

      Mørch-Storstein, Ole Kristian; Øfsdahl, Terje (Master thesis, 2007)
      Educational games have recently caught the attention of educational organizations witnessing newfound potential that is not achievable through traditional lectures. By reviewing findings from authoritative theory, we present ...
    • Game feedback mechanisms supporting reflection and self-efficacy in learning work-related soft skills 

      Jedryszek, Agata (Master thesis, 2019)
      Unge voksne som er nye til arbeidslivet har ofte ferdigheter utviklet gjennom utdanning, sertifisering eller andre aktiviteter, som vil hjelpe dem med å få en bestemt jobb. Det er derimot uvanlig å undervise mellommenneskelige ...
    • Game Mechanic based E-Learning: A case study 

      Gåsland, Magne Matre (Master thesis, 2011)
      This thesis presents a case study of Game Mechanic based E-Learning. This is put forward as a new approach to E-Learning that tries to mimic games to harness some of their motivational properties. A prototype system was ...
    • Game-based digital quiz as a tool for improving students’ engagement and learning in online lectures 

      Pireva, Krenare; Tahir, Rabail; Wang, Alf Inge; Imran, Ali Shariq (Peer reviewed; Journal article, 2021)
      Distance teaching and learning are gaining popularity, especially amidst the COVID-19 crisis at the beginning of 2020. Several schools, colleges, and universities across the globe, as a result, have adopted the online mode ...
    • Game-based Learning - Motion-based Educational Game 

      Reitan, Henrik; Flaten, Per Olav (Master thesis, 2016)
      This master s project is dedicated to investigate the potential for educational games with a motion controller based interface. Through professor Alf Inge Wang at NTNU we were assigned the task of brainstorming and developing ...
    • Game-based learning design and evaluation: Towards better understanding and improvement 

      Tahir, Rabail (Doctoral theses at NTNU;2021:214, Doctoral thesis, 2021)
      In recent years, Game-based learning (GBL) has proliferated rapidly and is widely used in various fields to improve learning. Educational games can actively engage learners and meet individual learning situations, making ...
    • Game-Based Learning for IoT: the Tiles inventor toolkit 

      Mavroudi, Anna; Divitini, Monica; Mora, Simone; Gianni, Francesco Valerio (Chapter, 2018)
      This paper presents a Game-Based Learning Design Pattern for designing Internet of Things (IoT) applications, as well as an instance of this particular pattern, namely the ‘Tiles inventor game’. This educational game has ...
    • [Game-based Learning] The Knowledge Challenge Game 

      Olseng, Jonas; Nielsen, Jon Magnus (Master thesis, 2015)
      Denne masteroppgaven ser på hvilke løsninger som finnes for flerspiller mobilspill og fokuserer på en metode kalt "time-shifting". Vi vil presentere en "time-shifted" quiz-applikasjon som vi utviklet til Android for å teste ...
    • Games for Artificial Intelligence and Machine Learning Education: Review and Perspectives 

      Giannakos, Michail; Voulgari, Iro; Papavlasopoulou, Sofia; Papamitsiou, Zacharoula; Yannakakis, Georgios (Peer reviewed; Journal article, 2020)
      Digital games have gained significance as a new paradigm in education. Digital games are accessible and affordable to anyone and provide opportunities for at-scale teaching and learning. In recent years, there has been ...
    • Gamification of Chores 

      Grønbeck, Svenn Roland Refsnes; Aas, Jonas Jevnaker (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 

      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 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 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 ...