2019
DOI: 10.1016/j.jbusres.2018.02.030
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Exploring the influence of common game elements on ideation output and motivation

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Cited by 75 publications
(65 citation statements)
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References 61 publications
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“…Comparing the results between each category of the ARCS model as mentioned in the methodology, we find (descending order): Intervention 1 was: Satisfaction (40), Relevance (39.5), Attention (36.5) and Confidence (30,2). The result of intervention 2 was: Relevance (33.6), Satisfaction (33), Attention (30.6) and Confidence (27). In both interventions, it is observed that the Satisfaction / Relevance categories present the highest values.…”
Section: Research Questionmentioning
confidence: 94%
See 1 more Smart Citation
“…Comparing the results between each category of the ARCS model as mentioned in the methodology, we find (descending order): Intervention 1 was: Satisfaction (40), Relevance (39.5), Attention (36.5) and Confidence (30,2). The result of intervention 2 was: Relevance (33.6), Satisfaction (33), Attention (30.6) and Confidence (27). In both interventions, it is observed that the Satisfaction / Relevance categories present the highest values.…”
Section: Research Questionmentioning
confidence: 94%
“…In contrast, [26] presents in its results that the students in the gamified course show less motivation, satisfaction and empowerment than those related to the non-gamified class. Similarly, another research indicates that game elements can increase quantitative performance but not the motivation of students in the educational process [27].…”
Section: Introductionmentioning
confidence: 98%
“…Existing research investigates inhibitors of creativity and describes the importance of perceived barriers in addition to real barriers because perceptions influence behaviour (Groth & Peters, 1999). Other studies focus on different approaches to enhance creative abilities and outcomes, such as extrinsic incentives (e.g., Burroughs et al, 2011; Kachelmeier et al, 2019), gamification elements (e.g., Agogué et al, 2015; Zimmerling et al, 2019), leadership behaviour (e.g., Hughes et al, 2018; Kim, 2019), or creativity training (e.g., Burroughs et al, 2011; Valgeirsdottir & Onarheim, 2017). Furthermore, a substantial body of literature focuses on creativity techniques that are defined as specific sessions to facilitate the creative process by providing strategies and heuristics to develop new ideas (e.g., Herrmann & Felfe, 2014; Meinel & Voigt, 2017).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Play is a fundamental activity that enables mankind to learn and grow. The adoption of play and games in tertiary education is getting attention recently with its buzzword: gamificationthe process of incorporating the game elements to the non-game context (Zainuddin, Chu, Shujahat, & Perera, 2020;Zimmerling et al, 2019). The game elements are meant to balance the subject matter; aiming for the students to retain and apply what has been learned (Kingsley & Bittner, 2017).…”
Section: Game-based Learning In Educationmentioning
confidence: 99%
“…They are created mainly as a manipulative during the instruction sessions for students to have hands-on activities physically, reporting improved mathematics performance of the students (Sulaiman, Subramaniam, & Kamarudin, 2019;Thuneberg, Salmi & Bogner, 2018;Ekwueme, Ekon & Ezenwa-Nebife, 2015). Many of these efforts have been designed for a game-based learning approach that integrates the game elements into a non-game context (Zimmerling, Höllig, Sandner, & Welpe, 2019). The approach is widely approved as capable of forming a student-centred, fun, and interesting atmosphere for an effective learning process to attain a learning outcome set (Pesare, Roselli, Corriero, & Rossano, 2016).…”
Section: Introductionmentioning
confidence: 99%