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Illuminating the Predictive Power of Gamification to Inspire Technology Users

dc.contributor.authorWeber, Sebastian
dc.contributor.authorKlassen, Gerhard
dc.contributor.authorWyszynski, Marc
dc.contributor.authorKordyaka, Bastian
dc.date.accessioned2023-08-24T06:24:27Z
dc.date.available2023-08-24T06:24:27Z
dc.date.issued2023
dc.description.abstractThis study explores the relationship between gamification design features and the motivational state of inspiration in the context of eLearning. We focus on three dimensions of gamification: immersion, achievement, and social. Using a cross-sectional survey design, covariance-based statistics, and structural equation modeling, we collected data from users of a language learning app. Our findings reveal that achievement-related gamification features, such as badges, points, levels, and tasks, evoke inspiration and foster the inspiration to learn. However, neither immersion-related nor social-related gamification features serve as a source of inspiration. This research contributes to the understanding of how gamification can be leveraged to enhance inspiration and possibly learning outcomes in eLearning environments.de
dc.identifier.doi10.18420/muc2023-mci-ws08-378
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/42101
dc.publisherGI
dc.relation.ispartofMensch und Computer 2023 - Workshopband
dc.relation.ispartofseriesMensch und Computer
dc.titleIlluminating the Predictive Power of Gamification to Inspire Technology Usersde
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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