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Bullying among youth in Russia: A study on the influence of social media
(2020)
The thesis focuses on the topic of cyberbullying among youth in the Russian
Federation. Cyberbullying has become a major concern of both youth and adults
worldwide. As a comparatively new phenomenon in Russia, cyberbullying ...
Digital Games in Young Adults´ Mental Health Rehabilitation: Perceptions of Professionals & Experts
(2019)
Millions of people are suffering from mental health issues worldwide, while service providers are looking for effective, low threshold solutions suitable for a new generation of digital natives. Game-based solutions show ...
Gamification and work motivation
(2020)
Motivaatio on syy tehdä jotain. Se on voima, joka sekä ohjaa että ylläpitää ihmisten käyttäytymistä. Organisaatiot ovat hiljattain alkaneet käyttämään ei-rahallisia palkintoja työntekijöidensä motivointiin. Tämä tutkimus ...
The effect of gamification on customer experience in the digital environment
(2020)
Gamification has been a buzz word for a few years. Having its origins in the video game industry, modern gamification is the application of game thinking, game design principles to a non-game context. In the increasingly ...
Developing Game Content for Young New Horizons : Addressing Contemporary Social Issues in Russian Youth
(2020)
In recent decades, the rise of global forced migration, including particularly the European mass migration crisis in 2015, turned the attention of the world to fostering cross-cultural competences in the leaders of the ...
Gamification to Raise Awareness About Colombian Culture: Testing Colombia diversophy® Game
(2022)
Gamification applies game features such as points, levels, pawns, and leaderboards, among others, into contexts or environments that are not typically gamified. It has become a strategy implemented in education when learning ...
Gamified Elements in Free to Use Chinese-English Language Learning Applications
(2022)
Throughout human history, many educators have been looking for a way to improve learning initiative, and gamification in line with human nature has always had the potential to exist.The popularity of mobile de- vices and ...
“Gender is just how society treats you” Finnish youths’ views on gender, sexual orientation, and identity
(2021)
Today’s youth are suffering from problems relating to growing up; the idea of identity and finding oneself is an experience that causes distress and confusion. Within identity there are aspects of gender and sexual expression. ...
The future of online learning courses: schenker oy
(2023)
The study was assigned by DB Schenker and the aim was to find out how online courses could be improved
in the future, based on what production employees though about the current way online courses were organized. The ...
Examination of correlation between education, role and type of solutions used to solve cyber-security challenges
(2022)
Tietoturvahaaste toteutettiin yhteistyössä Gofore Oyj:n kanssa, joka mahdollistaa yhteisöllisten tapahtumien järjestämisen työntekijöilleen. Haasteen tarkoituksena oli kerätä tietoa osallistujien kyberturvallisuustaidoista ...