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 developed as a web application,
using an Agile and Lean development approach. The system was evaluated with a
class at the Norwegian University of Science and Technology. This was done to give an
indication of the system’s ability to make work with exercises more engaging and fun. To
give context in this thesis, the growing trend of Gamification is unveiled and explained
in detail.
The major technological delivery posited by this thesis was the prototype, implemented
as a web application (dynamic webpage). The major research acheivement was evaluating
respondents perception of the system. It was discovered that the chosen Game
Mechanic was indeed considered to make work with exercises more engaging, although
this effect was marginal. The evaluation was also used to arrive at a general definition
for games. This definition can be used to distinguish Game Mechanics based systems
from games. It also serves as a much needed guide to designing games and non-game
systems that tries to acheive similar motivational benefits as games.
%0 Thesis
%1 Gåsland11
%A Gåsland, Magne Matre
%D 2011
%I Institutt for datateknikk og informasjonsvitenskap
%K design elearning game gamification learning
%P 91
%T Game Mechanic based E-Learning : A case study
%U http://ntnu.diva-portal.org/smash/record.jsf?pid=diva2:441760
%X 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 developed as a web application,
using an Agile and Lean development approach. The system was evaluated with a
class at the Norwegian University of Science and Technology. This was done to give an
indication of the system’s ability to make work with exercises more engaging and fun. To
give context in this thesis, the growing trend of Gamification is unveiled and explained
in detail.
The major technological delivery posited by this thesis was the prototype, implemented
as a web application (dynamic webpage). The major research acheivement was evaluating
respondents perception of the system. It was discovered that the chosen Game
Mechanic was indeed considered to make work with exercises more engaging, although
this effect was marginal. The evaluation was also used to arrive at a general definition
for games. This definition can be used to distinguish Game Mechanics based systems
from games. It also serves as a much needed guide to designing games and non-game
systems that tries to acheive similar motivational benefits as games.
@mastersthesis{Gåsland11,
abstract = {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 developed as a web application,
using an Agile and Lean development approach. The system was evaluated with a
class at the Norwegian University of Science and Technology. This was done to give an
indication of the system’s ability to make work with exercises more engaging and fun. To
give context in this thesis, the growing trend of Gamification is unveiled and explained
in detail.
The major technological delivery posited by this thesis was the prototype, implemented
as a web application (dynamic webpage). The major research acheivement was evaluating
respondents perception of the system. It was discovered that the chosen Game
Mechanic was indeed considered to make work with exercises more engaging, although
this effect was marginal. The evaluation was also used to arrive at a general definition
for games. This definition can be used to distinguish Game Mechanics based systems
from games. It also serves as a much needed guide to designing games and non-game
systems that tries to acheive similar motivational benefits as games.},
added-at = {2011-10-17T15:57:24.000+0200},
author = {Gåsland, Magne Matre},
biburl = {https://www.bibsonomy.org/bibtex/2bf00910c75560b27780504a47670a607/yish},
institution = {Norwegian University of Science and Technology, Department of Computer and Information Science},
interhash = {f6164874627bc37c47e3e3b74f5f48fd},
intrahash = {bf00910c75560b27780504a47670a607},
keywords = {design elearning game gamification learning},
pages = 91,
publisher = {Institutt for datateknikk og informasjonsvitenskap},
timestamp = {2011-10-17T15:59:03.000+0200},
title = {Game Mechanic based E-Learning : A case study},
url = {http://ntnu.diva-portal.org/smash/record.jsf?pid=diva2:441760},
year = 2011
}