1,840 research outputs found

    The Effects of Gamifying Optional Lessons on Motivation

    Get PDF
    Adding video-game elements to non-video-game interfaces (“gamification”) has become a common engagement strategy over the past several years in the domain of education. While prior studies have found that adding game elements to mandatory educational materials can increase students’ motivation to complete the materials, there has yet to be a study to investigate if game elements can make users more likely to engage with optional educational materials. In this study, we investigate whether users of a gamified educational interface are more motivated than users of a non-gamified interface to voluntarily complete educational materials. We found users of a gamified interface to spend more time using the system, as well as reporting higher intentions to return to the system, supporting gamification as a method for encouraging independent learning

    The Gamification Framework of Military Flight Simulator for Effective Learning and Training Environment

    Get PDF
    The purpose of this thesis is to develop a framework for the gamification of flight simulators to provide an active learning and training environment for military jet pilots. Currently, with the development of visual displays and computer processing capabilities, the modern simulator has made great progress in visual and auditory terms that is incomparable to the past. In addition, functions that were previously implemented through supercomputers and complex hardware devices are now available through desktop computers at an affordable cost. Despite these advances, the simulators so far are thought to have been negligent in building an active learning and training environment for users, focusing only on such things as sound and visual immersion and training requirements. On top of that, misbelief in the effectiveness of pilots\u27 flight simulators, old paradigms failing to keep up with computer technology, and lack of instructor manpower have not led to the progress of simulator training programs. Meanwhile, studies show that the gamified system, which has become an increasingly hot topic in business, health care, and education over the past decade, has made users more motivated and actively engaged in the use of specific platforms. And the resulting effect was also positive. This Research aimed: (1) to examine a research-based Gamification Framework to understand the concept of a gamified system, (2) to identify pilots\u27 flight training needs and motivations, (3) and finally to suggest evaluation tool with example. The Gamification Framework of Flight Simulator(GFFS) was designed on the basis of research and a survey conducted for Korean Air Force fighter pilots for detailed Gamified Flight Simulator(GFS) evaluation tool. GFFS was modified and applied from Kim\u27s gamification framework and the Octalysis framework was used to identify and compare pilots\u27 needs and motivation factors

    A Phenomenological Study into How Early Childhood Educators Experience Gamification as an Employee Motivational Tool

    Get PDF
    The purpose of this study was to explore how early childhood educators (ECE) experience gamification as a motivational tool. The study was grounded in self-efficacy theory and used the transcendental phenomenological methodology to uncover the lived experiences of the participants. The researcher used questionnaires, journals, and interviews to gather data from respondents. The interview utilized open-ended questions to provide respondents the opportunity to give a detailed account of their shared experiences while operating the gamified technology used in their program. Data was collected from 8 ECE teachers working at a private preschool in a mid-Atlantic state. Participant accounts described a lack of consistency during the onboarding phase when each application was introduced to the teaching staff. The most successful gamified application allowed for regular communication between teaching staff and parents. Participants noted the training application was an asset, as it aligned with participants’ educational and professional goals. The curriculum development application was found to be an unreliable lesson planning tool due to inaccuracies in data tracking. Participants felt the monthly rewards systems did not accurately reflect the work completed by teachers. The ECE teachers preferred a clear indicator of how the technology can be used to improve the lives of their students and positively impact the trajectory of their career. Greater consideration should be taken to ensure the applications provide incentives that are appropriate for the users. More research should be conducted to uncover the methods school leaders employ to determine applications used with in schools

    Autonomy in Video Games and Gamification

    Get PDF
    In the past decade, gamification (using game elements in non-gaming tasks to enhance motivation and engagement) has become a popular concept in many industries, but few studies have explored the principles under which it works. Self-determination theory suggests three psychological needs that gamification fulfills: competence, relatedness, and autonomy. Autonomy, a person\u27s perception that they have the ability to act however they choose, has emerged as an important, yet less-studied aspect in gamification. Inclusion of autonomy in gamification should foster engagement, enjoyment, and better performance. An experiment inspired by the above was carried out in which a sample of college students (N = 57) played a video game called Super Mario Bros. Crossover with either the choice to customize the aesthetics of their character and background (autonomy-supportive) or no choice of aesthetics (non-supportive). It was hypothesized that conditions involving more choice would lead to higher perceived autonomy and performance, and that perceived autonomy would be positively correlated with engagement, enjoyment, and performance. The manipulation resulted in no significant difference in perceived autonomy or performance, and perceived autonomy was only significantly positively correlated with enjoyment. Prior Super Mario Bros. experience was also found to positively correlate with perceived autonomy in the autonomy-supportive condition. The choice of aesthetics does not appear to have been sufficiently strong enough to increase perceived autonomy in this context

    CLEVER: Gamification and Enterprise Knowledge Learning

    Get PDF
    © Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2968120.2987745This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.NSERC SSHRCPeer-reviewe

    Gamification of assembly planning in virtual environment

    Get PDF
    Purpose: The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement. / Design/methodology/approach: A multi-touch table was used to manipulate virtual parts and gamification features were integrated into the virtual assembly environment. An experiment was conducted in two conditions: a gamified and a non-gamified virtual environment. Subjects had to assemble a virtual pump. The user performance was evaluated in terms of the number of errors, the feasibility of the generated assembly sequence and the user feedback. / Findings: The gamification reduced the number of errors and increased the score representing the number of right decisions. The results of the subjective and objective analysis showed that the number of errors decreased with engagement in the gamified assembly. The increase in the overall user experience reduced the number of errors. The subjective evaluation showed a significant difference between the gamified and the non-gamified assembly in terms of the level of engagement, the learning usability and the overall experience. / Research limitations/implications: The effective learning retention after training has not been tested, and longitudinal studies are necessary. The effect of the used gamification elements has been evaluated as a whole; further work could isolate the most beneficial features and add other elements that might be more beneficial for learning. / Originality/value: The research reported in this paper provides valuable insights into the gamification of virtual assembly using a low-cost multi-touch interface. The results are promising for training operators to assemble a product at the design stage

    User perception of gaming element effectiveness in a corporate learning application

    Get PDF
    This Conversion Masters in Information Technology thesis gathered users' perceptions about eight gaming elements to determine their effectiveness on aspects of playability, enjoyment and intrinsic motivation needed in a gamified corporate learning application. The study focused on user opinions about a Progress Bar, Individual Leaderboard, Departmental Leaderboard, Timer, In-Game Currency, Badges, Storyline/Theme and Avatar. A gamification application containing these gaming elements was designed and developed to make the evaluation. The application entailed users learning four Information Technology Infrastructure Library (ITIL) processes needed to manage an information technology department in a telecommunications company. The application design process considered the business goals, rules, target behaviours, time limits, rewards, feedback, levels, storytelling, interest, aesthetics, replay or do-overs, user types, activity cycles, fun mechanisms and development tools needed to create a coherent, addictive, engaging and fun user experience. Player types were determined using the Brainhex online survey. Federoff's Game Playability Heuristics model was used to measure the users' perceptions about the playability of the application. Sweetser and Wyeth's Gameflow model was used to measure perceptions about the gaming elements' contribution toward creating an enjoyable experience. Malone and Lepper's Taxonomy of Intrinsic Motivation for Learning was used to measure the gaming elements' ability to promote an intrinsically motivating learning environment. Masterminds, Achievers, Conquerors and Seekers were the most prominent player types found in the Brainhex online survey for which the gamification application design then catered. The staff in the department play-tested the application to evaluate the gaming elements. Overall the Storyline/Theme, suited to Seekers and Masterminds, ranked as the most effective gaming element in this study. The users perceived artwork as an essential component of a gamified learning application. The Individual Leaderboard, suited to Conquerors, ranked very closely as the second most effective gaming element. The Storyline/Theme and Individual Leaderboard both performed the strongest against the criteria measuring the playability. The Storyline/Theme was by far the strongest from a gameflow perspective and the Individual Leaderboard from a motivation perspective. The Avatars ranked the worst across all the measurement criteria. Based on quiz results, 86 percent of the staff in the department had learned the material from the gamified training prototype developed in this work. The findings from this study will therefore serve as input for developing a full-scale gamification learning application
    • …
    corecore