National Repository of Grey Literature 87 records found  beginprevious78 - 87  jump to record: Search took 0.01 seconds. 
Gamification and its role within service design process
Laky, Jan ; Špaček, Miroslav (advisor) ; Fuksa, Miroslav (referee)
The work deals with the term Gamification, its origin, dez/interpretation and possible future. Gamification is based on game/play and its historical development, which is described in the work from ancient times to the era of computers. This brings us to the relationship between gamification and digital technologies that can develop its true potential. Goal of the practical part is to develop own gamified solution based on identified principles of gamification. Actual creative process is preceded by an analytical part where I try to identify a niche market and fill it.
The Use of Gamification in Corporate Practice
Kosmák, Petr ; Kincl, Tomáš (advisor) ; Přibil, Jiří (referee)
Gamification is one of the most discussed trends nowadays, but in the workplace , the concept is relatively new. Companies and organizations are trying to use this technique to adress organizational issues such as employee engagement, learning and collaboration. The concept gamification is more than just game playing in the workplace. The essence of this technique is to introduce game mechanics and principles to non-gaming environment . Until recently , very few scientific studies have addressed different parts of this trend . The theoretical part of this bachelor thesis deals with the interpretation of the concept, its history, describing the basic elements, including their effect on mental and motivational aspects of human being, also includes practical examples. The second part of the thesis deals with the use of gamified system and game mechanics in a business environment in order to achieve business goals depending on employee satisfaction.
The posibilities of using computer games for improving business function
Hudeček, Jan ; Pecinovský, Rudolf (advisor) ; Oraný, Vladimír (referee)
This work introduces issues of using gaming elements in non gaming applications, or gamification. There are explored areas of development and elements of computer games and their influence on people and on current information technologies. The following part are the elements of gamification and their usage within real applications in several areas. Those are for example: making the work of employees easier, advertising or non-profit projects. The last part of this work is a proposal to add gamification and computer games topics into specific parts of teaching of University of economics in Prague.
Media and its effect on the learning process in a web application
Drtinová, Kateřina ; Vondra, Zdeněk (advisor) ; Sigmund, Tomáš (referee)
The thesis concentrates on the utilization of multimedia in the learning process. For this purpose, information about memory function, media, multimedia transmission and perception and the interaction and gamification theories are synthesised. In the practical part of the thesis, a pair of educational web applications will be analysed, based on the comparison with the common quality of internet courses and specified criteria. Four main areas of interest are established for this assessment, based on the study of cognitive processes, pedagogics, communication theory and the principles of gamification. The aim of this thesis is to provide recommendations for an ongoing development of an eLearning project.
Gamification usage in electronics stores in the Czech Republic
Mück, Martin ; Gála, Libor (advisor) ; Šebesta, Michal (referee)
This bachelor thesis deals with the term gamification and its use. The goal of this thesis is to determine the level of its use in electronic shops in the Czech Republic. The term gamification is explained at the beginning of the thesis, so the reader could understand next chapter. Subsequently key milestones are laid out and possible future trends and progress are suggested. In the next part of the thesis individual displays of gamification are described, their real use is shown on examples and types of users are characterized. The following part of the thesis provides characteristics of individual display of gamification, as well as their evaluation. Accordingly, the point rating system is developed to facilitate the evaluation of electronics stores. Finally, the thesis contains an analysis of the evaluation results.
Use of gamification in an electronic system for job search
Cirok, Boris ; Mittner, Jan (advisor) ; Buchalcevová, Alena (referee)
This thesis deals with gamification in job searching electronic system. The main objective is to design e-recruitment system with implemented gamification. System is implemented to application prototype for mobile operating system iOS and afterwards it is user tested. The first chapter is about theory of gamification and Mechanics Dynamics Aesthetics framework, which is used in practical part. The second part is about analysis of current state of gamification in web and mobile appli-cations. There is also a proper e-recruitment analysis in this chapter and according to the established methodology it describes specific e-recruitment applications. The third part deals with practical design of e-recruitment system using gamification for career portal UNIjobs.cz. There is also description of application prototype develop-ment and its user testing.
The proposal of gamification into a company Car4Way
Bobková, Marie ; Pavlíček, Antonín (advisor) ; Juříček, Jan (referee)
The diploma thesis deals with the incorporation of Gamification into a company that provides services. In theoretical part the concept of Gamification is defined first as well as its development, games and their significance. Subsequently typology of players is described. The basic principle of Gamification is explained on the game's elements and mechanisms that motivate players to activity. The initial chapter consists of a summary of basic knowledge of literature, mostly foreign. Then examples of successful applications are described using game elements, which subsequently will be used in the practical part for push-process Gamification into society. The practical part is devoted to a detailed description of the gamificate environment Car4Way company and its implementation into society. First of all company Car4Way is described, especially the process of registration for returning a car. Comparison of individual gamification elements and creation of the concept of service gamification for best practices in Car4Way .
Modern technologies in e-learning
Kubičková, Barbora ; Kubálková, Markéta (advisor) ; Dalecký, František (referee)
This thesis is focused on the educational theories, forms of training, development and types of e - learning. Then there are mentioned new online educational technologies, pros and cons of on-line learning and its trends (gamification, social learning, MOOCs, etc.). This theoretical knowledge is necessary for understanding the principles of the on-line education and importance of massive open online courses. One part of the practical section concentrates on the results of a questionnaire regarding the presence of on- line technologies in a student learning. Another part reflects the aim of the thesis and generally analyses the possibilities of the university involvement in MOOC. Specifically, it states the conditions and process of college involvement in the German educational platform iversity.
Gamification and fantasy games as a tool of news portal`s page views increasing
Böck, Adam ; Pavlíček, Antonín (advisor) ; Kotáb, Jiří (referee)
A topic of my thesis is gamification and fantasy games. The main goal of this research was analyzing the situation in Czech Republic and finding out if fantasy games have an influence on a reading of sport servers. In theory part of this project, gamification and fantasy games are clearly defined. The biggest gamification projects in the world are introduced, as well as the trials of gamification in Czech Republic and a chosen game from abroad. In practical part, the situation on Czech Republic's fantasy games market is analyzed, the two biggest representatives are compared and an influence on reading of sport servers is researched.
Gamification and social games
Horáková, Monika ; Pavlíček, Antonín (advisor) ; Böhmová, Lucie (referee)
This thesis is focused on gamification and practical testing in internal training of new-hired employees. The main objective was to introduce gamification as a term and show how gamification can help with internal training of new-hired employees. In the theoretical part games and their meanings are defined. Then it is necessary to describe gamification itself with historical evolution and used player types. To understand principles of gamification and player's motivation, game elements and mechanism are defined. Selected examples of gamification divided by fields of applications are at the end of the theoretical part. Practical part describes the gamification environment of tool New Hire Orientation made by MindTickle and practical application of testing at H1.cz. Conclusion contains results and suggested recommendations for H1.cz and for MindTickle.

National Repository of Grey Literature : 87 records found   beginprevious78 - 87  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.