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Gamification av Kursvärderingar: Gamification av Kursvärderingar: Möjligheter och Utmaningar
Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
2023 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Gamification of Course Evaluations : Opportunities and Challenges (English)
Abstract [sv]

Studien har i syfte att undersöka effekten av gamification på engagemang och deltagande i frivilliga kursvärderingar vid Malmö Universitet. Detta för att bättre förstå hur gamification bäst kan implementeras för att ge en effektiv påverkan på användaren.

Metoden i denna studie var en semi-strukturerad enkät samt prototyputveckling. Studien genomfördes genom att ta fram prototyper där spelelement inom gamification har delats upp i två kursvärderingar, samt en utan spelelement. Framtagandet av prototyperna var en iterativ process som baseras på bland annat mindre tester inom målgruppen samt designteori. Dessa variationer av prototypen testas sedan mot varandra. Test av prototyp och svar av semi-strukturerad enkät utfördes på 18 före detta eller nuvarande studenter vid Malmö Universitet.

Resultatet av studien visar på att implementering av gamification ökade studenternas engagemang, men identifierade även risker och utmaningar. Resultatet visar också att en majoritet av respondenterna upplevde spelelement som gav återkoppling var ett av de mer effektiva verktygen i gamification. Vidare forskning kan undersöka hur olika implementeringar av gamification i kursvärderingar kan ge bästa resultatet på deltagandet, främst med spelelement som ger respondenten återkoppling. En studie som mäter resultat över en längre period kan också ge djupare insikt i ämnet. 

Abstract [en]

The study aims to investigate the impact of gamification on engagement and participation in voluntary course evaluations at Malmö University. This is to better understand how gamification can best be implemented for effective user influence. 

The method in this study was a semi-structured survey and prototype development. The study was carried out by developing prototypes where game elements within gamification have been divided into two course evaluations, as well as one without game elements. The development of the prototypes was an iterative process based on, among other things, minor tests within the target group and design theory. These prototypes were then tested against each other. The testing of the prototype and responses to the semi-structured survey were conducted on 18 former or current students at Malmö University.

The result of the study shows that the implementation of gamification increased student engagement, but also identified risks and challenges. The result also shows that most respondents experienced game elements that provided feedback as one of the more effective tools in gamification. Further research can explore how different implementations of gamification in course evaluations can yield the best results in participation, primarily with game elements that provide feedback to the respondent. A study measuring results over a longer period can also provide deeper insight into the subject.

Place, publisher, year, edition, pages
2023. , p. 67
Keywords [en]
Gamification, Course Evaluations, Evaluations, Motivation, Engagement, Participation.
Keywords [sv]
Gamification, Kursvärderingar, Utvärderingar, Motivation, Engagemang, Deltagande
National Category
Other Engineering and Technologies
Identifiers
URN: urn:nbn:se:mau:diva-62783OAI: oai:DiVA.org:mau-62783DiVA, id: diva2:1799664
Educational program
TS Medieproduktion och processdesign; TS Produktionsledare - Media
Supervisors
Examiners
Available from: 2023-09-28 Created: 2023-09-22 Last updated: 2025-02-18Bibliographically approved

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CiteExportLink to record
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