Implementing Game Mechanics for Crowdsourced Language Learning
Mobile phones and other digital devices has become a big part of our everydaylives. We have stepped into a digital age where the amount of informationcontributed by us to the Internet has exploded. We are using applicationsand online services for purposes such as personal entertainment and personale...
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Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap
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ndltd-UPSALLA1-oai-DiVA.org-ntnu-267502014-10-01T04:57:18ZImplementing Game Mechanics for Crowdsourced Language LearningengWinther, KristianNorges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskapInstitutt for datateknikk og informasjonsvitenskap2014Mobile phones and other digital devices has become a big part of our everydaylives. We have stepped into a digital age where the amount of informationcontributed by us to the Internet has exploded. We are using applicationsand online services for purposes such as personal entertainment and personaleducation. More and more services and sites bases itself on the contributionsof its users, and without these contributions, the system will stagnateand falter. We share and learn from each other in the form of text and media.This thesis takes a closer look on how the use of game attributes can beused to make contributions to the crowdsourced language learning applicationLingobee self-driven and more fun. These attributes are introduced inan attempt to harness some of their motivational properties to further engagethe users.The technological delivery presented with this thesis is a prototype with implementedgame mechanics and connection to Lingobees repository. Thegame mechanics that are implemented focuses on creating an implicit competitionamongst the users of Lingobee. The application was tested andevaluated by eight testers with different backgrounds and knowledge aboutgamification during a period of three weeks.The research achievement was evaluating the results from the user evaluation,and the testers perception of the applications usefulness and usability.It was discovered that the chosen game mechanics implemented was consideredto promote both motivation and engagement amongst testers, and theresults can be used in the further development of the application Lingobee. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26750Local ntnudaim:10225application/pdfinfo:eu-repo/semantics/openAccess |
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English |
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Others
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Mobile phones and other digital devices has become a big part of our everydaylives. We have stepped into a digital age where the amount of informationcontributed by us to the Internet has exploded. We are using applicationsand online services for purposes such as personal entertainment and personaleducation. More and more services and sites bases itself on the contributionsof its users, and without these contributions, the system will stagnateand falter. We share and learn from each other in the form of text and media.This thesis takes a closer look on how the use of game attributes can beused to make contributions to the crowdsourced language learning applicationLingobee self-driven and more fun. These attributes are introduced inan attempt to harness some of their motivational properties to further engagethe users.The technological delivery presented with this thesis is a prototype with implementedgame mechanics and connection to Lingobees repository. Thegame mechanics that are implemented focuses on creating an implicit competitionamongst the users of Lingobee. The application was tested andevaluated by eight testers with different backgrounds and knowledge aboutgamification during a period of three weeks.The research achievement was evaluating the results from the user evaluation,and the testers perception of the applications usefulness and usability.It was discovered that the chosen game mechanics implemented was consideredto promote both motivation and engagement amongst testers, and theresults can be used in the further development of the application Lingobee. |
author |
Winther, Kristian |
spellingShingle |
Winther, Kristian Implementing Game Mechanics for Crowdsourced Language Learning |
author_facet |
Winther, Kristian |
author_sort |
Winther, Kristian |
title |
Implementing Game Mechanics for Crowdsourced Language Learning |
title_short |
Implementing Game Mechanics for Crowdsourced Language Learning |
title_full |
Implementing Game Mechanics for Crowdsourced Language Learning |
title_fullStr |
Implementing Game Mechanics for Crowdsourced Language Learning |
title_full_unstemmed |
Implementing Game Mechanics for Crowdsourced Language Learning |
title_sort |
implementing game mechanics for crowdsourced language learning |
publisher |
Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap |
publishDate |
2014 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-26750 |
work_keys_str_mv |
AT wintherkristian implementinggamemechanicsforcrowdsourcedlanguagelearning |
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