"gamification" - Selaus asiasanan mukaan Haaga-Helia ammattikorkeakoulu
Viitteet 1-16 / 16
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Applying Gamification in Employee Performance Appraisal in Hotel Industry
(2022)During the past years Performance Appraisals have been a sensitive topic for organizations in a variety of different industries all over the World. There are ongoing debates about their efficiency, positive and negative ... -
Designing a language learning application utilizing cloze test and gamified features - Case study: Challenge Me application
(2020)Language education field has constantly developed with the increasing technological advances. Especially with the integration of gamification in language learning and teaching, creative and efficient solutions have been ... -
Developing a Gamified Digital Citizenship Online Course for Grades K-2 Using Service Design Methods
(2023)Understanding digital technology, the online world, and how to behave responsibly is the essence of being a digital citizen. Teaching these important topics begins in school, but there is a considerable lack of high-quality ... -
Developing new VR possibilities for the Sports and Fitness Sector in Finland
(2019)Virtual reality is here and ready to change our current understanding of reality. In a world already possessing artificial intelligence, self-driving cars and robotics, virtual reality is finally able to do what it has ... -
Gamification and modern digital tools as the main methods of coffee truck business concept
(2023)There is an array of existing coffee shops and cafes that operate both worldwide and locally. Different cafes have own unique concepts, offers and products. The topic of the report will be the new coffee shop concept that ... -
Gamification for mid-sized restaurants in Helsinki: Challenges and Opportunities
(2023)Gamification has emerged as a fundamental tool in engaging consumers within the restaurant industry, driving customer behaviour, and shaping their dining experiences. This thesis delves into the complicated realm of ... -
Gamification in Recruitment: A Strategic Approach for Modern Talent Acquisition
(2023)The study aims to investigate the key elements of successfully integrating gamified recruitment in Finland. It gathers insight on six defined aspects regarding the perception towards gamified recruitment in Finland: (1) ... -
Gamification of language learning
(2019)This is a study on how gamification facilitates language learning. It is written from the point of view of an individual language learner in the framework of language learning theory and studies made in the field of ... -
Gamification of training experience
(2021)2021 is the second year of COVID-19. The pandemic changed dramatically many aspects of people's life including learning. The students' motivation has been challenged greatly by remote studies. Distractions, missed classes, ... -
Helsinki Gig Worker Autonomy and Gamification
(2023)This research explores the autonomy and gamification of gig workers working at an unnamed company in Helsinki. The report focusses on the nature of the work and the courier application, which distributes the labour among ... -
Human Computer Interaction in Designing a Casual Gamified Musical Instrument Simulation Mobile Application
(2023)This paper focuses on explaining the complex process of designing and creating a casual gamified musical instrument simulation mobile application for music enthusiastic users, specifically piano as the chosen instrument. ... -
Improving employee experience through gamification
(2022)This thesis was conducted together with the case company X and the theme for this thesis was to study employee experience and gamification in order to find out how to enhance the employee experience in the case company ... -
Learning in games and games in learning
(2021)People learn something all their life. However, in the begging, as children they learn through playing. The purpose of this thesis is to define the way how games and learning, very well known to everybody aspects, ... -
Storytelling and gamification as core elements in experience design – case kekrihunt2021 in Viaporin Kekri
(2023)Within today’s emerging experience economy, it has become crucial for tourism and hospitality providers to stand out by offering memorable and engaging experiences. It is uniqueness, multisensory engagement, and stimulation ... -
Trends on Gamification Mechanics in the Business World
(2018)This thesis is about gamification and the effective methods that one should use when trying to implement a gamified system. Gamification can be defined as the act of applying game based mechanics to non game systems. This ... -
UX/UI design for Memoa – a flashcard application
(2021)With the development of information technology, new advanced forms of learning are constantly appearing, typically learning applications. These applications provide users with new, more effective and enjoyable learning ...