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Author:Salminen, Maija
Title:Gamification in a web service for learning the use of construction modeling software
Rakennusmallintamisohjelmiston käytön opetteluun tarkoitetun verkkopalvelun pelillistäminen
Publication type:Master's thesis
Publication year:2013
Pages:vi + [74]      Language:   eng
Department/School:Perustieteiden korkeakoulu
Main subject:Vuorovaikutteinen digitaalinen media   (T-111)
Supervisor:Hämäläinen, Perttu
Instructor:Kaski, Tuomas
OEVS:
Electronic archive copy is available via Aalto Thesis Database.
Instructions

Reading digital theses in the closed network of the Aalto University Harald Herlin Learning Centre

In the closed network of Learning Centre you can read digital and digitized theses not available in the open network.

The Learning Centre contact details and opening hours: https://learningcentre.aalto.fi/en/harald-herlin-learning-centre/

You can read theses on the Learning Centre customer computers, which are available on all floors.

Logging on to the customer computers

  • Aalto University staff members log on to the customer computer using the Aalto username and password.
  • Other customers log on using a shared username and password.

Opening a thesis

  • On the desktop of the customer computers, you will find an icon titled:

    Aalto Thesis Database

  • Click on the icon to search for and open the thesis you are looking for from Aaltodoc database. You can find the thesis file by clicking the link on the OEV or OEVS field.

Reading the thesis

  • You can either print the thesis or read it on the customer computer screen.
  • You cannot save the thesis file on a flash drive or email it.
  • You cannot copy text or images from the file.
  • You cannot edit the file.

Printing the thesis

  • You can print the thesis for your personal study or research use.
  • Aalto University students and staff members may print black-and-white prints on the PrintingPoint devices when using the computer with personal Aalto username and password. Color printing is possible using the printer u90203-psc3, which is located near the customer service. Color printing is subject to a charge to Aalto University students and staff members.
  • Other customers can use the printer u90203-psc3. All printing is subject to a charge to non-University members.
Location:P1 Ark Aalto     | Archive
Keywords:gamification
Tekla
self-learning
intrinsic motivation
game mechanic
pelillistäminen
Tekla
itseopiskelu
sisäinen motivaatio
pelimekaniikka
Abstract (eng): In this thesis, gamification in Tekla Campus self-learning online service was researched by following a user centric gamification process.
It was concluded that the users prefer gamified features related to social status and community forming, tracking and planning one's progress, learning step-by-step and constant feedback.
These features were suggested to be implemented in the service to engage and motivate the users.

The research begins with explaining the history of gamification and studying the relation of games and learning.
Next, online learning services and other building information modelling software companies' online services than Tekla Campus are mapped out.

The research was performed by following a gamification process involving the users.
Motivating features were ideated with the users and implemented in a prototype.
The prototype was tested with users to validate the design based on the features, and the results were analysed to guide further development of the service.
Abstract (fin): Tässä diplomityössä tutkittiin Tekla Campus -itseopiskeluverkkopalvelun pelillistämistä.
Tutkimuksessa hyödynnettiin käyttäjäkeskeistä pelillistämisprosessia.
Tutkimuksessa todettiin että käyttäjät suosivat pelillisiä ominaisuuksia, jotka liittyivät oman etenemisen seurantaan ja suunnitteluun, askel askeleelta oppimiseen ja jatkuvaan palautteeseen.
Naita ominaisuuksia suositeltiin toteutettavaksi palvelun tulevassa kehityksessä.

Työ alkaa pelillistämisen historian selvittämisellä, ja etenee pelien ja oppimisen suhtautumiseen toisiinsa.
Vertailevaa kartoitusta tehdään monenlaisista opiskeluverkkopalveluista, sekä muista rakennusmallintamisen ohjelmistoja tuottavien yritysten verkkopalveluista kuin Tekla Campus.

Pelillistämisprosessin mukaisesti motivoivia ominaisuuksia ideoitiin käyttäjien kanssa ja toteutettiin prototyyppiin.
Prototyyppiä testattiin käyttäjien kanssa, jotta palvelun suunnittelun voitaisiin todeta noudattavan käyttäjien toiveita.
Testien tulokset analysoitiin, ja analyysia käytettiin ohjeistamaan Campuksen tulevaa kehitysprosessia.
ED:2013-08-06
INSSI record number: 47022
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