2016
DOI: 10.1287/isre.2016.0630
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Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same

Abstract: Gamification, an application of game design elements to non-gaming contexts, is proposed as a way to add engagement in technology-mediated training programs. But there is hardly any information on how to adapt game design elements to improve learning outcomes and promote learner engagement. To address the issue, we focus on a popular game design element, competition, and specifically examine the effects of different competitive structureswhether a person faces a higher-skilled, lower-skilled, or equally-skille… Show more

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Cited by 186 publications
(182 citation statements)
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“…[21]). This includes the Competition element, although mixed findings on the effects of different Competitive structures in the gamification design exist [28].…”
Section: Figure 1 Design Frameworkmentioning
confidence: 99%
“…[21]). This includes the Competition element, although mixed findings on the effects of different Competitive structures in the gamification design exist [28].…”
Section: Figure 1 Design Frameworkmentioning
confidence: 99%
“…When considering interactivity's effects on faithfulness, one could derive corresponding design implications from the context of interactions with learners, lecturers, and learning materials (e.g., a more faithful appropriation via interactivity using gamification elements) (Domínguez et al, 2013;Santhanam, Liu, & Shen, 2016). Reward elements mapping the right learning process path in the form of feedback are one option concerning a faithful appropriation, which offers another possibility to provide an automated interaction with the lecturer and reward faithful appropriations.…”
Section: Practical Implicationsmentioning
confidence: 99%
“…Concerning the model evaluation, a further limitation concerns our using a university student sample ) that researchers often (see Santhanam et al, 2013) use to evaluate TML models or training interventions (e.g., Gupta & Bostrom, 2013;Santhanam et al, 2008;Santhanam et al, 2016;Yi & Davis, 2003), which limits our findings' generalizability and external validity (Bordens & Abbott, 2011;Compeau et al, 2012). Although we used university students as study participants, one can consider our findings from evaluating our model to be fairly realistic and, therefore, generalizable given that most of the students used the LMS for the first time-akin to employees in corporate settings who participate in new blended learning scenarios.…”
Section: Limitations and Future Researchmentioning
confidence: 99%
“…Quanto ao uso dos elementos motivacionais dos jogos como pontos, recompensas, tabelas classificatórias, e conquistas, os implementadores precisam se assegurar que esses elementos ressoam com os valores intrínsecos do usuário, de outra forma ele poderá achar a gamificação sem sentido. A gamificação deve ser vista como uma catapulta de forma a ajudar os estudantes a terem comportamentos específicos que eles intrinsecamente já achem recompensadores (BERKLING;THOMAS, 2013;BARATA et al, 2015;LANDERS;ARMSTRONG, 2015;SANTHANAM et al, 2016).…”
Section: Sumarização Dos Resultados Das Pesquisas Aplicadas Sobre Gamunclassified