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1.
The impact of serious games in economic and business education: a case of ERP business simulation
Tina Beranič, Marjan Heričko, 2022, izvirni znanstveni članek

Opis: Digitalisation nowadays impacts business environments significantly. Therefore, if higher education wants to educate students properly for a successful career path, the business and economics curriculum must be enriched with innovative teaching approaches covering actual topics, such as, for example, the implementation of the ERPsim business simulation, a representative of serious games. The ERPsim business simulation is based on SAP ERP, and is aimed at teaching ERP concepts. It covers different business processes, and allows students to learn using a hands-on approach, simulating real-life scenarios. The presented research focuses on using an ERPsim business simulation as the introduction to the course. The simulation was implemented to ease the introduction of ERP and IT concepts to the business and economic oriented students. Considering the positive effects of serious games and gamification, our research was formed and focused on knowledge acquisition and future student engagement. We researched whether participation in the introductory simulation results in significant knowledge gain and impacts students’ future course engagement. The data were gathered using a self-assessment questionnaire before and after an introductory simulation. The results were highly positive, confirming many positive aspects of business simulation, among others, significant knowledge increase in the domains of business process and ERP transactions, and in the domain of technical knowledge for SAP ERP. The results confirmed that the introductory simulation is appropriate for introducing ERP concepts to newcomers, and, nevertheless, confirmed the positive impact on their intent on future course engagement.
Ključne besede: business simulation, knowledge acquisition, course engagement, ERPsim, SAP, gamification
Objavljeno v DKUM: 17.08.2023; Ogledov: 346; Prenosov: 38
.pdf Celotno besedilo (337,46 KB)
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2.
Gamification: Improvement of the user experience in ubiquitous applications for health and well-being of people
Nenad Naranđa, 2017, magistrsko delo

Opis: The goal of this work was to explore gamification in the healthcare domain with regards to fitness in order to understand how and which gamification mechanics can improve user experience in ubiquitous applications. This possible influence was tested conducting a survey in which the participants evaluated first the fitness application 30 Day Fit Challenge Workout and then its impact on their motivation. The results showed that the gamification mechanics did increase motivation (progression the most significantly, achievements the least), and therefore improved the user experience. Female participants felt more motivated than male ones.
Ključne besede: gamification, user experience, motivation, ubiquitous applications, health and well being
Objavljeno v DKUM: 20.02.2017; Ogledov: 1458; Prenosov: 255
.pdf Celotno besedilo (2,03 MB)
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3.
USE OF GAMIFICATION IN EVERYDAY LIFE
Ana Filip, 2015, magistrsko delo

Opis: Gamification is the use of game-designed elements and techniques in non-game related context. It is a relatively new concept that can be used in education, business, and in everyday life.The thesis presents different aspects of gamification use in everyday life. The author of the work has sought to explore how many people and to what extent they know the concept of gamification, what they think about it and whether they agree that such a concept gives positive results in various fields. This study included the fields of: education, healthy living and marketing.
Ključne besede: gamification, user experience design, user engagement
Objavljeno v DKUM: 05.06.2015; Ogledov: 1693; Prenosov: 208
.pdf Celotno besedilo (2,84 MB)

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