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Gamified agency – addressing need for autonomy for marketing students

dc.contributor.authorWójcik, Filip
dc.date.accessioned2023-08-24T06:24:27Z
dc.date.available2023-08-24T06:24:27Z
dc.date.issued2023
dc.description.abstractAlthough gamification in education is a pretty well-researched field, there is still considerable room for further studies and exploring the possibilities of better learning. In this study, author took two groups of marketing students and introduced gamification mechanisms to one of them addressing the need of autonomy. The idea was to introduce narration and badges but most important – the possibility of choice. Students were choosing the way the plot was going to develop while learning particular marketing topics. The survey was conducted at the beginning and at the end of semester with students’ own evaluation of their knowledge and skills concerning selected marketing topics. Repeated-measures ANOVA analysis and mean differences were conducted, however there was no significant difference spotted between the experimental and the control group. Even though results could have been more optimistic, it is a good foundation for further studies regarding gamification usage in university classes, especially as a tool addressing need for autonomy.de
dc.identifier.doi10.18420/muc2023-mci-ws08-369
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/42100
dc.publisherGI
dc.relation.ispartofMensch und Computer 2023 - Workshopband
dc.relation.ispartofseriesMensch und Computer
dc.titleGamified agency – addressing need for autonomy for marketing studentsde
dc.typeText/Workshop Paper
gi.conference.date3.-6. September 2023
gi.conference.locationRapperswil
gi.conference.sessiontitleMCI-WS08: 6th International Workshop "Gam-R – Gamification Reloaded"

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