1,580 research outputs found

    Gamification in IT Service Management: A Systematic Mapping Study

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    Despite the benefits of adopting IT Service Management (ITSM) reference models, such initiatives do not always produce the expected results. The research literature in this area concludes that motivation, engagement, skills, experience, performance and willingness to change of the personnel involved are among the critical factors for an effective ITSM implementation. Gamification has the capability to improve people's motivation and engagement and to drive people's behavior to meet the objectives set. Besides, gamification is widely used in learning systems for increasing students' skills and competences. In the last years, many researchers have added gamification to their process improvement initiatives to increase the motivation and engagement of process participants and to address their behavior throughout the process. Thus, we consider that adopting gamification in ITSM processes can be an interesting area of study. In this paper, we conducted a systematic mapping study to analyze the actual state of research in the field of ITSM gamification and identify the key challenges that justify future research. The results of our study highlight the positive impact of adopting gamification in ITSM processes and that ITSM gamification is a novel an attractive research area with many action possibilities

    Gamifying History: Designing and Implementing a Game-Based Learning Course Design Framework

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    This paper analyzes the development and implementation of a game-based learning course design framework. Drawing inspiration from task-based learning, the framework is structured around four core gamified elements: narrative assignment design; learner discovery; team-based collaboration and competition; and choice through quests. The intended goal of implementing this framework is to improve learner engagement and foster greater learner investment in the course. The framework, developed at the University of Waterloo, was integrated into the course design for—and subsequently taught in—a third-year history course. A mixed-methods analysis was conducted in which students (n = 15) were surveyed, interviewed, and observed throughout the course at different intervals. The results of the study suggest that the team-based nature of the framework and the embedded gameplay elements are most effective at improving engagement for learners, while some form of extrinsic motivation is still beneficial to ensure all learners find completing additional tasks worthwhile

    Gamifying Audio Description Training

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    Gamifying the First Programming Class: Outcomes and Antecedents of Continued Engagement Intention

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    Gamification is applying games in non-game contexts. This study uses card game plays to gamify assessment activity in the first programming class. An experimental study with one-group and post-test are conducted to test the perceived usefulness of the gamifying evaluation method and verify the proposed research model, based on Expectation Confirmation Theory; IT Continuance Model. Students perceive the usefulness of gamifying take-home exams in terms of increasing understanding, problem solving, creativity, and confidence more than the traditional ones. This study provides empirical supports for the relationship between performance and satisfaction and the influence of satisfaction on continued engagement intention of the game plays in classroom settings. The results could be applied to relax students’ anxiety in the programming course\u27s testing

    Research Commentary: Setting a Definition, Context, and Theory-Based Research Agenda for the Gamification of Non-Gaming Applications

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    As a nascent area of study, gamification has attracted the interest of researchers in several fields, but such researchers have scarcely focused on creating a theoretical foundation for gamification research. Gamification involves using game-like features in non-game contexts to motivate users and improve performance outcomes. As a boundary-spanning subject by nature, gamification has drawn the interest of scholars from diverse communities, such as information systems, education, marketing, computer science, and business administration. To establish a theoretical foundation, we need to clearly define and explain gamification in comparison with similar concepts and areas of research. Likewise, we need to define the scope of the domain and develop a research agenda that explicitly considers theory’s important role. In this review paper, we set forth the pre-theoretical structures necessary for theory building in this area. Accordingly, we engaged an interdisciplinary group of discussants to evaluate and select the most relevant theories for gamification. Moreover, we developed exemplary research questions to help create a research agenda for gamification. We conclude that using a multi-theoretical perspective in creating a research agenda should help and encourage IS researchers to take a lead role in this promising and emerging area

    Gamification: potentials and challenges in teaching and learning in science

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    Educational technology plays an important part in the growth of education in the 21st century. Yet the absence of infusion between technology and education in schools, has led to the de-motivation among many students and teachers with the current education system. Therefore with the evolution in technology, especially with the arrival of android devices, interaction with games has been on the rise; making it a daily routine and addictive part of people?s lives. By using the game design elements in non-game contexts, gamification is created. These elements are points, badges and leader board. In the corporate world, gamification has been used as a motivational pull in achieving goals. These qualities relate to the instigators of motivation; purpose, autonomy and mastery. So we can deduce that the capabilities of game in causing a change in human lives go beyond its intended purpose of fun. As students are familiar with the usage of technology, infusing gamification to improve teaching and learning in schools may reap favourable results. Yet there has been lacking research in the effectiveness of gamification in learning and teaching. This creates an opening for a research to be carried out in this field. The aim of this paper is to explore the potentials as well as challenges of using gamification to enhance the teaching and learning in Malaysia schools

    Desbloquear a forma como as empresas estão aplicando gamificação ao longo do ciclo de vida inovação

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    This thesis complements an emergent body of literature on gamification of innovation by exploring how gamification, i.e. the use of game elements in non-gaming contexts, can support the management of the complex, messy and unclear Early Stage of Innovation Process (ESoIP), and therefore help firms to drive innovation forward. Thus, the goal of this thesis is threefold: Firstly to conceptualize gamification approaches to the early stage of innovation; secondly to examine by empirical research studies how the ESoIP can be supported by gamification approaches and thirdly to explore the way gamification approaches support and enhance design thinking. In fact, this thesis argues that gamification can contribute to improving the management of firms’ ESoIP by complementing design thinking practices. Since the potential value of design thinking is sometimes overhyped among academics and practitioners it is fundamental to acknowledge its main obstacles and discuss better ways to overcome the difficulties of managing the ESoIP, such the unpredictable and unstructured nature of activities and the need for more coordination and alignment of teams. Given the explorative type of goals and the need to achieve a deeper understanding of the linkages between gamification and the ESoIP, the thesis follows a qualitative research approach. Findings show that gamification approaches encourage the involvement and engagement of teams in the innovation process, improving aspects like team spirit, dialogue and consensus building, creative experience sharing, goals setting, coordination of activities and concept development as well as the overall management of the ESoIP. Finally, it also suggests that gamification complements and enhances design thinking practices by making people more engaged and delivering a more structured approach to the ESoIP.Esta tese complementa uma linha de investigação emergente na área da gamificação da inovação, explorando como é que a gamificação (utilização de elementos de jogos em contextos não lúdicos) pode apoiar a gestão da fase inicial do processo de inovação, que é mais complexa, confusa e obscura e desta forma ajudar as empresas a inovar. Os principais objetivos desta tese são em primeiro lugar conceptualizar a utilização da gamificação na fase inicial do processo de inovação, em segundo lugar investigar através de estudos empíricos como é que o processo de inovação pode ser melhorado através desta abordagem e em terceiro lugar explorar de que forma é que a gamificação pode apoiar e melhorar o design thinking. Isto porque esta tese defende que a gamificação pode contribuir para melhorar a gestão da fase inicial do processo de inovação, complementando as práticas de design thinking. Como o valor potencial do design thinking está por vezes sobreavaliado entre académicos e gestores, é fundamental reconhecer os seus principais obstáculos e discutir melhor as maneiras de ultrapassar as dificuldades de gestão da inovação, tais como a natureza das atividades pouco estruturadas e não previstas e a necessidade de maior coordenação e alinhamento das equipas. Dado o caráter exploratório dos objetivos e a necessidade de se chegar a um melhor conhecimento das ligações entre a gamificação e a fase inicial do processo de inovação, esta tese segue uma abordagem qualitativa. Os resultados mostram que a gamificação promove o envolvimento das equipas no processo de inovação, melhorando aspetos como o espírito de equipa, diálogo e consenso, partilha de experiência de forma mais criativa, definição de objetivos, coordenação de atividades, desenvolvimento de conceitos e, de uma forma geral, toda a gestão da fase inicial deste processo. Finalmente, esta tese também sugere que a gamificação complementa e melhora as práticas de design thinking aumentando o envolvimento das pessoas e proporcionando uma abordagem mais estruturada do processo de inovação.Programa Doutoral em Marketing e Estratégi

    Autonomy in Video Games and Gamification

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    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

    Submitting an ERASMUS + Project On Gamifying Higher Education

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    2019 has been the year in which climate change and climate conscience have been key concepts, the first trimester of 2020 has been determined by the coronavirus pandemic. Exactly in the same way changing external conditions make any project in need of pivoting, Higher Education has to adapt and change as well. A first identified step is the development of e-learning, but then the shorter attention span and other external reasons for the new profile of students make it difficult. Gamification was therefore identified as a possible solution. The current project describes the process of submitting a proposal of ERASMUS + project to the European Commission on the gamification of Higher Education

    A methodology for gamifying of the educational process

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