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Sökning: WFRF:(Palmquist Adam 1983)

  • Resultat 1-10 av 19
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1.
  • Gunnars, Fabian, et al. (författare)
  • Adult Education Teacher’s Perception Of Gamification Implemented In Distance Education
  • 2021
  • Ingår i: 4th annual International Conference of Education, Research and Innovation (ICERI), 8th and 9th of November 2021. - Barceló Sevilla Renacimiento, Sevilla, Spanien : IATED. - 9788409345496
  • Konferensbidrag (refereegranskat)abstract
    • This paper discusses perceptions of educational gamification and its potential opportunities for reducing student dropout and teacher workload. Interviews of nine teachers and their technology acceptance were studied in conjunction with the implementation of a gamified online system during 2019, fully designed for distance education. Results indicate perceptions of reduced workload, prevention of students from handing in late, and facilitating activity in courses. However, perceptions of clear suspicion towards Educational Gamification also related acceptance as insufficient for behavioural intent until very conclusive result demonstrations of behavioural performance are available to the teachers. Implications for lifelong learning and ethical concerns are briefly discussed.
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2.
  • Jedel, I., et al. (författare)
  • A Practical View of Gamifying Information Systems for the Future
  • 2021
  • Ingår i: International Journal of Gaming and Computer-Mediated Simulations. - 1942-3888. ; 13:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Gamification’s role to support usability and innovation in the manufacturing industry is in its infancy. The present study displays a multi-cited ethnographical approach of a design science research project conducted between a start-up gamification firm and a manufacturing company. The case shows how different gamification design methods are used when gamifying a novel human modelling system. Furthermore, the interference from method to the design is presented and compared with conceptual views of gamification design. The findings show the need for early technical due diligence in collaborations between newer and older firms as well as the need for more comprehensive gamification frameworks to support industry design of gamification in different contexts. Copyright © 2021, IGI Global.
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3.
  • Jedel, Izabella, 1996, et al. (författare)
  • An industry experiment of academic performance and drop-out in gamified distance education
  • 2021
  • Ingår i: CEUR Workshop Proceedings. - 1613-0073.
  • Tidskriftsartikel (refereegranskat)abstract
    • In an experimental study with 1780 adults who participated in distance education, it was shown that gamification did not have an effect on performance, drop-out rate and pass-rate compared to a control group. Although no effect was shown, descriptive survey data suggests that the students were positive towards having similar gamification in other courses and would likely recommend the course due to the design. While previous research on gamification in online education indicates that gamification can have a positive effect, gamification researchers highlight the importance of context and design for successful implementations. The present study supports the need for context considerations and psychological design in gamifying online education. Furthermore, the present study highlights the need for a more nuanced understanding of engagement measures in gamification research and for more practical frameworks regarding the successful application of gamification in online education.
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4.
  • Jedel, Izabella, 1996-, et al. (författare)
  • Ett digitalt arbetssätt: organisationens väg till det livslånga lärandet
  • 2023
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • Det livslånga lärandet är en nyckel i det framtida arbetslivet, för både individer och organisationer i deras strävan att bibehålla sin relevans på arbetsmarknaden. Den här boken tar ett helhetsgrepp kring det digitaliserade livslånga lärandet. Den ger en översikt över digitala teknologier och deras möjligheter och begränsningar utifrån teorier om vuxnas lärande och lärande på arbetsplatsen. Författarna erbjuder även en praktisk vägledning i hur organisationer kan arbeta på ett effektivt och lönsamt sätt med ett digitaliserat lärande som gagnar både individen och organisationen i stort. Boken vänder sig till blivande personalvetare, systemvetare och ekonomer, framför allt vid universitetskurser som berör frågor om vuxnas (livslånga) lärande och organisationslärande. Den är även relevant för yrkesverksamma som på olika sätt arbetar med utbildning, kompetensutveckling och lärande i organisationer.
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5.
  • Jedel, Izabella, 1996, et al. (författare)
  • Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding
  • 2021
  • Ingår i: Human Interaction, Emerging Technologies and Future Applications IV. - Cham : Springer. - 2194-5357.
  • Konferensbidrag (refereegranskat)abstract
    • Effective employee onboarding will be crucial for organizations to consider in the upcoming years. One approach to create scalable and engaging employee onboarding is through utilizing gamification; the use of game elements in a non-game context. In the present case, a multi-sited ethnographical approach was conducted, following the development of a gamified mobile application for the onboarding purpose of new employees at a global manufacturing company. The results showed that the use of the application had been low and that there was a lack of gamefulness, perceived ease of use and perceived usefulness. From the case, three main factors are discussed related to the use and perception of the application; conducting early user testing; considering onboarding practices; and designing for gamefulness.
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6.
  • Jedel, Izabella, 1996, et al. (författare)
  • Teachers’ perception and adoption of a gamified blended learning implementation in upper secondary education
  • 2021
  • Ingår i: CEUR Workshop Proceedings. - 1613-0073.
  • Tidskriftsartikel (refereegranskat)abstract
    • The present explorative case study addresses teacher perception and adoption of a gamification implementation in five classes consisting of 127 students at an upper secondary school in Sweden. Multisession semi-structured interviews with three teachers involved in the implementation were conducted, followed by thematic analysis based on Moore and Benbasat’s model for Adoption of information technologies. The main results indicate that adoption factors should be considered when implementing gamification in the classroom. This relates to connecting the gamification design to student progress, communicating with teachers on the relative advantage of the implementation, considering teachers’ needs, such as technology support, preparation, collaboration and clarification, and visualizing the outcomes of gamification implementations to teachers
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7.
  • Krath, Jeanine, et al. (författare)
  • Does behaviour match user typologies? An exploratory cluster analysis of behavioural data from a gamified fitness platform.
  • 2022
  • Ingår i: CEUR Workshop Proceedings. - RWTH Aachen : CEUR Workshop. - 1613-0073. ; , s. 105-114
  • Konferensbidrag (refereegranskat)abstract
    • A promising solution to increase user engagement in gamified applications is tailored gamification design. However, current personalisation relies primarily on user types identified through self-reporting rather than actual behaviour. As a novel approach, the present study used an exploratory machine learning analysis to identify seven clusters of users in a gamified fitness application based on their behavioural data (N = 19,576). The clusters were then conceptually compared to common user typologies in gamification, identifying possible relationships between behavioural user clusters and user types motivated by achievement, sociability, and extrinsic incentives. The findings shed light on nuanced behaviour patterns of user types in the fitness context and how knowing these patterns can inform the way in which tailored gamification could be implemented to meet the needs of specific types. Thereby, they contribute to the discussion on utilising behavioural data and user typologies for tailored gamification design.
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8.
  • Palmquist, Adam, 1983, et al. (författare)
  • AUTOMATON : A Gamification Machine Learning Project
  • 2023
  • Ingår i: Encyclopedia of Data Science and Machine Learning. - : IGI Global. - 9781799892205 - 1799892204 - 9781799892212 ; , s. 3090-3101
  • Bokkapitel (refereegranskat)abstract
    • This article displays a design ethnographic case study on an ongoing machine learning project at a Scandinavian gamification start-up company. From late 2020 until early 2021, the project produced a machine learning proof of concept, later implemented in the gamification start-up´s application programming interface to offer smart gamification. The initial results show promise in using prediction models to automate the cluster model selection affording more functional, autonomous, and scalable user segments that are faster to implement. The finding provides opportunities for gamification (e.g., in learning analytics and health informatics). An identified challenge was performance; the neural networks required hyperparameter fine-tuning, which is time-consuming and limits scalability. Interesting further investigations should consider the neural network fine-tuning process, but also attempt to verify the effectiveness of the cluster models selection compared with a control group.
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9.
  • Palmquist, Adam, 1983 (författare)
  • Design Elements of Conflict: A Design Study of a Gamified Smartphone Application for Employee Onboarding
  • 2023
  • Ingår i: Technology Knowledge and Learning. - 2211-1662. ; 28:3, s. 1133-1173
  • Tidskriftsartikel (refereegranskat)abstract
    • Gamification, the use of game-like elements in non-game contexts, has gained popularity in the field of human resources. However, little research has been conducted on the use of gamification in the employee onboarding process, specifically in terms of socializing and assimilating new employees into an organization. This study aimed to explore the design, development, and implementation of a gamified smartphone application for employee onboarding in a manufacturing company. Ethnographic data was collected over the course of 60 weeks through participation at various field sites and analyzed using thematical analysis with a human-centered design focus, examining the meaning attributed to the gamified application by different stakeholders within the organization. The results showed that different stakeholder groups attributed different and sometimes conflicting meanings to various design elements. The key finding was the identification of four bipolar design dimensions that both supported and hindered the design among stakeholders. These findings have both academic and practical implications for the design of future gamified employee onboarding tools in large enterprises.
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10.
  • Palmquist, Adam, 1983, et al. (författare)
  • Design Implications for a Gamified Recycling House
  • 2022
  • Ingår i: HCI in Games. - Cham : Springer. - 0302-9743 .- 1611-3349. - 9783031056369 - 9783031056376 ; , s. 289-305
  • Bokkapitel (refereegranskat)abstract
    • This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would facilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semistructured interviews in the household stakeholders’ residences. Our thematic analysis of the sites’ collected ethnographic record extrapolated two specific categories: Stakeholder requirements and Gamification ruleset, together enfolding five key-themes and various sub-themes that could be used to inform the design of a gamification artifact aimed at recycling. Also, based on our research, we propose two research propositions regarding storytelling and understanding for further gamification design researchers to investigate.
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