Promotion of Reflective Learning through Gamification

This thesis suggests that the use of game elements may improve the results in processes of reflective learning. The inclusion of game elements in an existing application called ?Timeline? is used as a case study for testing our hypothesis.During the last few years there has been an explosive interes...

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Bibliographic Details
Main Authors: Sæter, Sondre Løberg, Valle, Bjørnar
Format: Others
Language:English
Published: Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap 2013
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23434

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