National Repository of Grey Literature 87 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Gamifikace výuky na VUT
Drobena, Jakub ; Hynek, Jiří (referee) ; Tesařová, Alena (advisor)
This thesis deals with the design and implementation of an application that utilizes gamification elements to support the education of students at VUT. The application allows both students and teachers to create quiz questions and compete for points and rankings in challenge mode. Students can track their progress, compare it with others, and thereby motivate themselves to achieve better results. Additionally, a system of achievements and rewards is proposed, although it has not yet been implemented, but it represents an opportunity to expand the functionality of this application.
Recruitment and Adaptation of Employees for Office Positions in the Selected Company
Potěšilová, Hana ; Konečný, Štěpán (referee) ; Konečná, Zdeňka (advisor)
The thesis focuses on the process of onboarding and adaptation of employees for office positions in the selected company. The thesis consists of three main parts. In the first, theoretical part of the thesis, important concepts related to human resource management, onboarding and adaptation process are explained. The second part focuses on the analysis and research of the current process of onboarding and adaptation of employees for office positions in the selected company. The last design part, based on the result from the analytical part of this thesis, is focused on author’s improvement suggestions of these processes.
Podpora pěstování ve městech pomocí webové aplikace
Čelakovský, Alexandr ; Vaško, Marek (referee) ; Bažout, David (advisor)
The goal of this bachelor thesis is design and implementation of a web application for a smart greenhouse with elements of gamification. The main parts of the system include rental of flowerbeds in individual greenhouses and a smart marketplace that is fully automated. The backend is implemented in the Django framework and the frontend is written in React. Emphasis was placed on the greatest possible automation and simplicity of the user interface. The result of the work is a web application that meets the requirements. Tests have shown that the final solution is functional and user-friendly.
Educational potential of Minecraft: Education Edition in teaching computer science at the second stage of elementary school
ZIKMUND, Jan
This bachelor's thesis deals with the usage of digital games in education, focused on the Minecraft videogame. The first part summarizes theoretical knowledge required to understand digital games in an educational environment. The thesis also provides examples of how teachers use Minecraft and other games in their teaching. The second part focuses on the mapping of six months of teaching computer science at an upper primary school using the Minecraft Education and adds the opinions of both students and teachers on such education. The goal of the thesis is to provide information on digital games and Minecraft as teaching aids.
Educational Application for Learning about Plants
Nedělová, Markéta ; Tesařová, Alena (referee) ; Hynek, Jiří (advisor)
This work focuses on the design and implementation of an interactive educational application that could help students master the learning of plant species through elements of gamification. To address this problem, a progressive web application was designed and implemented. This application was created in response to the requirements and needs identified during cooperation with the Primary School in Olešnice. It allows students to practice and expand their knowledge of plants through quizzes.
Gamification in teachning/learning French as a second language
Zámečník, Tomáš ; Klinka, Tomáš (advisor) ; Suková Vychopňová, Kateřina (referee)
Annotation: Title of the thesis: Gamification in teaching/learning French as a second language Abstract in English This master's thesis focuses on the innovative field of gamification and its application in teaching French as a second foreign language. Gamification, whose elements are gradually implemented into teaching through modern pedagogical approaches, is examined in detail in the work, defining the term itself and introducing its key aspects. The work also deals with the historical development of gamification, which is traced in both the field of marketing and education. As part of the theoretical part, potential advantages and disadvantages of using gamification in teaching are outlined. Concrete examples of successful implementation of gamification in marketing and education are also presented, providing a comprehensive view of the possibilities and limitations of this approach. The practical part focuses on a detailed analysis and reflection of specific gamification elements in the popular language application Duolingo and in two selected French language textbooks. These elements are evaluated based on their frequency of occurrence, quality of execution, and potential effectiveness on student motivation. In case some elements are missing, the work suggests their possible supplementation. In...
Gamification of Mobile Application for Intelligent Home Control
Lamacz, Jan ; Korček, Pavol (referee) ; Žádník, Martin (advisor)
This bachelor thesis deals with the possibilities of raising users' motivation to use the application for the Intelligent home control. It describes common principles of implementation of game-based mechanics into the real-life systems and deals with the concrete design of motivational programme. Practical part of this thesis describes the implementation of the designed system of rewards and its display in the mobile application. The final application contains the motivational system for users based on collecting points and achievements and covers the majority of the functions of the Intelligent home.
30-day Challenge
Přibylová, Kateřina ; Szőke, Igor (referee) ; Beran, Vítězslav (advisor)
This bachelor thesis deals with the design and implementation of a web-based application whose job is to fight procrastination and help the user achieve goals using 30-day challenges. This work addresses the problems of putting off or delaying something that requires immediate attention and analyzes similar existing solutions on the market. The development of the application focuses most on user-friendliness, intuitive control and responsiveness. The problems of maintaining users active and motivated are solved by using gamification and socialization elements. The application is implemented through modern web technologies. The end of the thesis mentions a testing process and the future of the application.
Gamification for Festival Organization Support
Došlík, Tomáš ; Kocman, Radim (referee) ; Křivka, Zbyněk (advisor)
This bachelor thesis deals with the creation of a new module to be used in an already existing information system used for the organization of Animefest festival. The goal of this module is to create an interface for an effective evaluation and awarding of its users, the festival organizers. This is done with the use of gamification techniques. The purpose of this project is to help increase motivation for organizers' volunteer activities and for the improvement of their user experience.
Creating Dataset for Narrative Structure Recognition by Crowdsourcing
Ignác, Igor ; Dočekal, Martin (referee) ; Smrž, Pavel (advisor)
Goal of this work is creation of extensive dataset for recognition of narrative structure by crowdsourcing method. For this purpose, it was necessary to create a web interface which offers dataset of films for user annotation. The annotation of data gained from IMDb database is established on three different types of annotation. Users validate similarity of movies based on computation done by Sentence-BERT, extraction of keywords from movie plots done by RAKE and precomputed similarity between movies based on their keywords. User's gamification is based on points assignment, which are related with badges, achievements accomplishment and leader board of most successful users.

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