Gamification has recently been receiving increased attention in corporate innovation and business research alike. In this article, we first outline the main streams of research on gamification in the creativity and innovation literature. We then introduce the selection of contributions to this special section by theoretically embedding them in their application contexts. Thus referring to research fields as different as business model innovation, design thinking and crowdsourcing, we indicate theoretical challenges for future research on gamification, among the most important of which we count theoretical approaches to the question of whether and how organizations actually can play with persons.
This study investigated, via quasi-experiments, the effects of problem-based learning with flipped classroom (FPBL) on the development of students' learning performance. In this study, 144 elementary school students were selected from six grade sections taking a course titled ‘Production of Ebook', and were assigned into the following three groups: FPBL group (n = 50), PBL group (n = 48), Control group (n = 46). The authors collected both quantitative and qualitative data, including interviews with students and teacher's journal. Based on the analysis in this study, it is found that the effect of FPBL on improving students' learning performance was significantly higher than other teaching methods investigated. This research provides an innovative design and illustration of PBL for teachers, educators, and schools which pay attention to enhancing students' learning performance.
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