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Youubi Gamer

Über Youubi Gamer

It was established as an objective to design, develop and evaluate an application that uses u-learning elements that integrates gamification elements, called here Youubi Gamer, making use of the Youubi API services, and analyse the impacts on the learning practices and strategies adopted by its users. To achieve the established goal, the method was divided into two phases. In the first phase, design thinking was used, composed of four stages. Immersion, brainstorming of ideas, prototyping and implementation. The second phase of the method makes use of qualitative and quantitative techniques of data collection, such as application of profile questionnaire, satisfaction questionnaire, diaries, and focus group. As results of the work we have the Youubi Gamer application that was evaluated during the period of a week in a higher education institution. After the collection and analysis of the data, it was verified, with the introduction of Youubi Gamer, the emergence of new learning practices on the part of the students, and an increase in their engagement due to the gamification elements present in the application.

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  • Sprache:
  • Englisch
  • ISBN:
  • 9786206076964
  • Einband:
  • Taschenbuch
  • Seitenzahl:
  • 56
  • Veröffentlicht:
  • 9. Juni 2023
  • Abmessungen:
  • 150x4x220 mm.
  • Gewicht:
  • 102 g.
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Beschreibung von Youubi Gamer

It was established as an objective to design, develop and evaluate an application that uses u-learning elements that integrates gamification elements, called here Youubi Gamer, making use of the Youubi API services, and analyse the impacts on the learning practices and strategies adopted by its users. To achieve the established goal, the method was divided into two phases. In the first phase, design thinking was used, composed of four stages. Immersion, brainstorming of ideas, prototyping and implementation. The second phase of the method makes use of qualitative and quantitative techniques of data collection, such as application of profile questionnaire, satisfaction questionnaire, diaries, and focus group. As results of the work we have the Youubi Gamer application that was evaluated during the period of a week in a higher education institution. After the collection and analysis of the data, it was verified, with the introduction of Youubi Gamer, the emergence of new learning practices on the part of the students, and an increase in their engagement due to the gamification elements present in the application.

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