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Spelifiering för lärande: Multimodal applikation för bokläsning
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2025 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Den snabba digitala utvecklingen har möjliggjort nya former av lärande där spelifiering har blivit alltmer relevant metod för att öka engagemang. Denna studie undersöker hur en multimodal spelifierad applikation, Read&Focus, kan främja lärande genom bokläsning. Med utgångspunkt i tidigare forskning om motivationsteorier och spelifieringens designprinciper har en prototyp utvecklats och testats på en målgrupp. Analysen genomförs med hjälp av både kvantitativa och kvalitativa metoder och fokuserar på spelelements inverkan på användarens motivation, engagemang och lärande upplevelse. Resultaten visar att spelifiering genom spelelement såsom poängsystem, nivåer och interaktiva utmaningar kan förstärka både intresset för läsning och kunskapsinhämtning. Samtidigt identifieras utmaningar som kortvarig motivation och risk för ytligt lärande om designen inte är välbalanserad. Studien belyser även vikten av ett inkluderande perspektiv för att tillgodose olika användares behov.

Abstract [en]

The rapid digital development has enabled new forms of learning where gamification has become an increasingly relevant method to enhance motivation and engagement. This study explores how a multimodal gamified application, Read&Focus, can promote learning throughbook reading. Building on previous research in motivation theories and gamification design principles, a prototype was developed and tested with group of users. The analysis combines qualitative and qualitative methods, focusing on how game elements influce user motivation, engagement, and the learning experience. The results indicate that gamification through features like point system, levels, and interactive challenges can enhance both reading interest and knowledge acquisition. However, challenges such as short-term motivation and the risk of superficial learning if poorly designed are also identified. The study highlights the importance of an inclusive approach to meet the diverse need of learners.

Place, publisher, year, edition, pages
2025. , p. 24
Keywords [en]
Gamification, multimodal learning, motivation theory, user engagement, education technology, digital learning, game design principles, interactive reading applications
Keywords [sv]
Spelifiering, multimodalt lärande, motivationsteorier, användarengagemang, utbildningsteknologi, digitalt lärande, speldesignprinciper, interaktiv bokläsning
National Category
Educational Sciences Media and Communication Studies Engineering and Technology Computer Vision and Learning Systems
Identifiers
URN: urn:nbn:se:bth-28194OAI: oai:DiVA.org:bth-28194DiVA, id: diva2:1976243
Subject / course
ME1659 Bachelor Thesis in Media Technology
Educational program
MEGUL Design of Digital Experiences for Learning
Supervisors
Examiners
Available from: 2025-06-30 Created: 2025-06-24 Last updated: 2025-09-30Bibliographically approved

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CiteExportLink to record
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Citation style
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