Pelillistämisen hyödyntäminen tutkimus- ja yrityskäyttöön suunnatuissa sovelluksissa ja palveluissa
Abstract
Pelillistämisen käyttö on yleistynyt viime aikoina huomattavasti eri aloilla. Tämä tutkielma pyrkii selvittämään, miten tutkimus- ja yrityskäyttöön tarkoitetuissa sovelluksissa ja palveluissa voi hyödyntää pelillisyyttä. Tutkimuksessa toteutettiin opetustoiminto pelillistämistä käyttäen Magister Solutions -yrityksen SimLab-palveluun. Tämän jälkeen koottiin koeryhmä, joka käytti pelillistettyä palvelua viikon ajan. Lopuksi ryhmälle lähetettiin palautekysely, jonka avulla arvioitiin pelillisyyden onnistumista. Tutkimuksen perusteella ei voi antaa yksiselitteistä vastausta tutkimuskysymykseen. Tutkimustulokset antavat kuitenkin rohkaisevaa tietoa siitä, että pelillistetystä opetustoiminnosta oli hyötyä palvelun käytön opetuksen kannalta. Toimintoa on myös tarkoitus jatkokehittää tulevaisuudessa.
The utilization of gamification has recently become significantly more widespread in various fields. The goal of this thesis is to study how gamification can be utilized in applications and services intended for research and business use. In this study, a tutorial feature for the SimLab service of Magister Solutions was implemented using gamification. Finally, a test group was put together to use the gamified service for a week. They were then given a questionnaire to assess how successfully gamification had been implemented to the service. Based on the research, it is not possible to give an unambiguous answer to the research question. However, based on the research results it can be deduced that the gamified tutorial feature was useful in terms of teaching the use of the service. The feature is also planned to be further developed in the future.
The utilization of gamification has recently become significantly more widespread in various fields. The goal of this thesis is to study how gamification can be utilized in applications and services intended for research and business use. In this study, a tutorial feature for the SimLab service of Magister Solutions was implemented using gamification. Finally, a test group was put together to use the gamified service for a week. They were then given a questionnaire to assess how successfully gamification had been implemented to the service. Based on the research, it is not possible to give an unambiguous answer to the research question. However, based on the research results it can be deduced that the gamified tutorial feature was useful in terms of teaching the use of the service. The feature is also planned to be further developed in the future.
Main Author
Format
Theses
Master thesis
Published
2021
Subjects
The permanent address of the publication
https://urn.fi/URN:NBN:fi:jyu-202105172947Use this for linking
Language
Finnish