Publicação
Exploring the impact of gamified time management tools on students engagement
| datacite.subject.fos | Ciências Naturais::Ciências da Computação e da Informação | pt_PT |
| dc.contributor.advisor | Costa, Maria Manuela Simões Aparício da | |
| dc.contributor.advisor | Erjavec, Jure | |
| dc.contributor.author | Bozic, Rhea Nina Klansek | |
| dc.date.accessioned | 2025-02-20T15:02:15Z | |
| dc.date.embargo | 2028-02-14 | |
| dc.date.issued | 2025-02-14 | |
| dc.description | Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Information Systems and Technologies Management | pt_PT |
| dc.description.abstract | E-learning platforms offer flexibility and accessibility but pose challenges in maintaining student engagement and effective time management. This study examines how gamified tools impact student engagement in e-learning, focusing on their role in supporting time management within the self-regulated learning (SRL) framework. Using a qualitative approach, the research combines a literature review with insights from focus groups to explore the effects of gamification on the forethought, performance, and self-reflection phases of SRL. The findings reveal that gamified time management tools, like the Forest app, enhance cognitive engagement by encouraging structured planning, motivating task execution, and fostering reflective practices. Participants noted that features such as rewards, progress tracking, and visual feedback make time management more engaging and impactful. However, limitations in existing tools, including a lack of advanced progress tracking and taskspecific feedback, highlight areas for improvement. The study contributes to education, gamification, and SRL research by offering a framework for understanding how gamified tools influence engagement and providing practical recommendations for tool design. | pt_PT |
| dc.identifier.tid | 203924762 | |
| dc.identifier.uri | http://hdl.handle.net/10362/179430 | |
| dc.language.iso | eng | pt_PT |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | pt_PT |
| dc.subject | Gamification | pt_PT |
| dc.subject | Time Management | pt_PT |
| dc.subject | Self-Regulated Learning (SRL) | pt_PT |
| dc.subject | Cognitive Engagement | pt_PT |
| dc.subject | Elearning | pt_PT |
| dc.subject | SDG 4 - Quality education | pt_PT |
| dc.subject | SDG 8 - Decent work and economic growth | pt_PT |
| dc.subject | SDG 17 - Partnerships for the goals | pt_PT |
| dc.title | Exploring the impact of gamified time management tools on students engagement | pt_PT |
| dc.type | master thesis | |
| dspace.entity.type | Publication | |
| rcaap.embargofct | Master's Thesis will be used to publish journal article. | pt_PT |
| rcaap.rights | embargoedAccess | pt_PT |
| rcaap.type | masterThesis | pt_PT |
| thesis.degree.name | Mestrado em Gestão de Informação, especialização em Gestão dos Sistemas e Tecnologias de Informação | pt_PT |
