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Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace


Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace
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Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace


Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace
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Author : Carolin Klosterkamp
language : en
Publisher:
Release Date : 2018-07-09

Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace written by Carolin Klosterkamp and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-09 with categories.


Bachelor Thesis from the year 2014 in the subject Business economics - Miscellaneous, grade: 1,0, University of Mannheim (Chair of Information Systems lV), course: Bachelorarbeits - Modul, language: English, abstract: At a time, when enterprises and companies struggle with low levels of engagement and motivation but games are as popular as never before, it is not surprising that the answer and cure-it-all to those problems seems to be Gamification. Gamification is the use of game elements in non-game contexts and promises to transfer the astonishing ability of games to engage people to the workplace. The reason for the recent emergence of Gamification is the transformation of the nature of work and the workforce itself. The design of enterprise software has shifted to a new era that largely focuses on what is pleasurable. This shift in focus is due to millenials, also referred to as digital natives who have just started to enter the workforce and have different expectations, attitudes and skills compared to previous generations. Millenials have grown up with social media and mobile technology and prefer to use the same technology at home and at work. In particular mobile technology for mobile devices supports the development towards a playful and intuitive interaction. As digital natives are used to this kind of technology they engage and interact differently with each other in the workplace. In order to engage and motivate them, companies have to change their traditional ways of interaction. Gamification is one of the first steps towards this change and seems to be the answer to what is pleasurable to people. As Gamification is a fairly new topic, there is few research on its effects so far. Gamification is said to motivate employees and engage with customers at the same time and even though there is little proof for this assumption, learning theory works in favor of it. The number of papers published on Gamification has grown significantly during the last yea



Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace


Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace
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Author : Carolin Klosterkamp
language : en
Publisher: GRIN Verlag
Release Date : 2018-08-02

Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace written by Carolin Klosterkamp and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-02 with Business & Economics categories.


Bachelor Thesis from the year 2014 in the subject Business economics - Miscellaneous, grade: 1,0, University of Mannheim (Chair of Information Systems lV), course: Bachelorarbeits - Modul, language: English, abstract: At a time, when enterprises and companies struggle with low levels of engagement and motivation but games are as popular as never before, it is not surprising that the answer and cure-it-all to those problems seems to be Gamification. Gamification is the use of game elements in non-game contexts and promises to transfer the astonishing ability of games to engage people to the workplace. The reason for the recent emergence of Gamification is the transformation of the nature of work and the workforce itself. The design of enterprise software has shifted to a new era that largely focuses on what is pleasurable. This shift in focus is due to millenials, also referred to as digital natives who have just started to enter the workforce and have different expectations, attitudes and skills compared to previous generations. Millenials have grown up with social media and mobile technology and prefer to use the same technology at home and at work. In particular mobile technology for mobile devices supports the development towards a playful and intuitive interaction. As digital natives are used to this kind of technology they engage and interact differently with each other in the workplace. In order to engage and motivate them, companies have to change their traditional ways of interaction. Gamification is one of the first steps towards this change and seems to be the answer to what is pleasurable to people. As Gamification is a fairly new topic, there is few research on its effects so far. Gamification is said to motivate employees and engage with customers at the same time and even though there is little proof for this assumption, learning theory works in favor of it. The number of papers published on Gamification has grown significantly during the last years, but there is no clear understanding about which overall results they yield and under which circumstances those are valid. As more and more companies implement Gamification mechanics due to its promising concept, its success has to be measured reliably.



The Gamification Of Work


The Gamification Of Work
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Author : Emmanuelle Savignac
language : en
Publisher: John Wiley & Sons
Release Date : 2017-02-21

The Gamification Of Work written by Emmanuelle Savignac and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-02-21 with Business & Economics categories.


Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.



Gamification In Education And Business


Gamification In Education And Business
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Author : Torsten Reiners
language : en
Publisher: Springer
Release Date : 2014-11-22

Gamification In Education And Business written by Torsten Reiners and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-22 with Mathematics categories.


This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.



The Effect Of Gamification On English Language Learners Participation In And Satisfaction With A Curriculum Based Measurement System


The Effect Of Gamification On English Language Learners Participation In And Satisfaction With A Curriculum Based Measurement System
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Author : Yu Yan
language : en
Publisher:
Release Date : 2019

The Effect Of Gamification On English Language Learners Participation In And Satisfaction With A Curriculum Based Measurement System written by Yu Yan and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019 with categories.


Nowadays, our understanding of the role of educational assessments has shifted from summative assessments to formative assessments. Technology has played an important role in this transition, and computer-based assessments have become popular these days. Echoing this global transition, Chinas Ministry of Education (CMOE) initiated a reform in the English curriculum at the college level, with calls for valid and reliable computer-based formative assessments to be implemented in college classrooms.Curriculum-based measurements (CBMs) have great potential as reliable and effective formative assessment tools in English-language learning. However, few studies address the application of CBMs to foreign language-learning contexts. Motivation affects the validity of an assessment, and gamification is a commonly-used approach to increase students motivation in online learning and assessment environments. Although the literature indicates that gamification generally has a positive effect on students, some studies suggest specifically other results. Therefore, this study investigated the use of gamification in a computer-based CBM system.Avenue: PM, a gamified CBM English assessment system, was used in the current study. Avenue: PM has several game elements, including progressive levels, progress bars, points, goals, and animated animals. A version of Avenue: PM with no gamification was also designed for this study. 342 students recruited from a regional Chinese college participated in the study. All students were randomly assigned to the control group or the treatment group to use the system for at least 10 minutes for six weeks. The control group in this study used Avenue: PM without game elements (non-gamified system) and the treatment group used Avenue: PM with game elements (gamified system). Students' satisfaction with the system was also scored using a survey at the end of the study.The results indicate that students using the gamified system spent more time and performed better on the assessments compared to students using the non-gamified system. However, no difference in student satisfaction with the system was found. In summary, this research provides evidence of the positive effect of gamification on student participation and performance in the context of an online English assessment system. The study also provides some implications for the future design and development of gamification applications.



Cooperation In The Classroom


Cooperation In The Classroom
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Author : Elliot Aronson
language : en
Publisher:
Release Date : 2011

Cooperation In The Classroom written by Elliot Aronson and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with Classroom management categories.


The jigsaw classroom is a cooperative learning technique with a three-decade track record of successfully reducing racial conflict and increasing positive educational outcomes. Not only does it open the door to warmer, closer friendships within and across ethnic boundaries, it has also proved effective at raising the self-esteem of students while improving their performance and increasing their liking for school and their enthusiasm about learning. The jigsaw technique was first developed in the early 1970s by psychologist Elliot Aronson and his students at the University of Texas and the University of California. Since then, hundreds of schools have used the jigsaw classroom with great success. With a new foreword by Joshua Aronson.



Measuring User Engagement


Measuring User Engagement
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Author : Mounia Lalmas
language : en
Publisher: Springer Nature
Release Date : 2022-05-31

Measuring User Engagement written by Mounia Lalmas and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-31 with Computers categories.


User engagement refers to the quality of the user experience that emphasizes the positive aspects of interacting with an online application and, in particular, the desire to use that application longer and repeatedly. User engagement is a key concept in the design of online applications (whether for desktop, tablet or mobile), motivated by the observation that successful applications are not just used, but are engaged with. Users invest time, attention, and emotion in their use of technology, and seek to satisfy pragmatic and hedonic needs. Measurement is critical for evaluating whether online applications are able to successfully engage users, and may inform the design of and use of applications. User engagement is a multifaceted, complex phenomenon; this gives rise to a number of potential measurement approaches. Common ways to evaluate user engagement include using self-report measures, e.g., questionnaires; observational methods, e.g. facial expression analysis, speech analysis; neuro-physiological signal processing methods, e.g., respiratory and cardiovascular accelerations and decelerations, muscle spasms; and web analytics, e.g., number of site visits, click depth. These methods represent various trade-offs in terms of the setting (laboratory versus ``in the wild''), object of measurement (user behaviour, affect or cognition) and scale of data collected. For instance, small-scale user studies are deep and rich, but limited in terms of generalizability, whereas large-scale web analytic studies are powerful but negate users' motivation and context. The focus of this book is how user engagement is currently being measured and various considerations for its measurement. Our goal is to leave readers with an appreciation of the various ways in which to measure user engagement, and their associated strengths and weaknesses. We emphasize the multifaceted nature of user engagement and the unique contextual constraints that come to bear upon attempts to measure engagement in different settings, and across different user groups and web domains. At the same time, this book advocates for the development of ``good'' measures and good measurement practices that will advance the study of user engagement and improve our understanding of this construct, which has become so vital in our wired world.



The Development Of A Gamification System For Engineering Lab Activities Based On User Centered Design


The Development Of A Gamification System For Engineering Lab Activities Based On User Centered Design
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Author : Eunsik Kim
language : en
Publisher:
Release Date : 2018

The Development Of A Gamification System For Engineering Lab Activities Based On User Centered Design written by Eunsik Kim and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with categories.


Gamification can be defined as the use of game elements and mechanics as well as game design techniques in non-game contexts. It is no surprise that in recent years the application of gamification has been used to encourage people to engage in desired behaviors in business, marketing, corporate management, and online communities and social networks. Lee and Hammer have theorized that gamification can also be applied to the education field as a tool to increase student engagement and motivate students to learn. While numerous studies on gamification have been conducted to explore its impact on students learning, there is little empirical evidence to support the effectiveness of gamification at motivating and engaging students. Especially little research has been conducted on the application of gamification to engineering lab activities.The overall goal of engineering education is to prepare students to practice engineering and, in particular, to deal with the forces and materials of nature. As such, lab activity is essential to an education in engineering. Beyond gaining theoretical knowledge in the classroom, vital practical knowledge and experience can only be obtained in the lab. Lab activity also improves teamwork among students, as they must work in groups while dealing with real data and case studies. The aim of this study is to develop the effective gamification system for engineering education applying User-Centered Design process and to investigate the impact of students personality trait on gamification engagement as well as the relationship between gamification engagement and each type of students motivation within SDT framework. The specific aims of this study include: (1) determining the effects of gamification on engineering lab activities in terms of motivation, engagement, and performance, (2) developing an effective gamification system for engineering lab activities based on a User-Centered Design (UCD) process, (3) determining the role of students personality traits in the effects of gamification and (4) Determining the relationship among gamification, each type of motivation (intrinsic, extrinsic and amotivation), and learning outcomes. For the first aim, two types of websites were created to collect data from students who were enrolled in an undergraduate Introduction to Human Factors course taught at The Pennsylvania State University in the fall semester of 2015. The two types of websites were Gamification (GM) and Non-Gamification (NG). While the GM website included game elements such as a Badge System, Score, Avatar, Leaderboard, Level, and Feedback (Notification), the NG website was a traditional website without game elements. In each of these websites, students could create their own multiple-choice questions (MCQs) and answer questions authored by their classmates. The results suggest that the application of gamification as a supporting tool in engineering lab activities has a positive effect on students motivation, engagement, and learning outcome based on the consistency between students performance in and subjective satisfaction with the gamification system. In addition, the results of frequency analysis indicate that 80% of students were motivated by Ranking and Score, and 50% of students experienced fun due to Badges, Feedback, and Avatar. Students chose Ranking and Score as the game elements to be retained in the new gamification system.The second and third aims were focused on the research question of how to develop an effective gamification system to improve the effectiveness of gamification on students learning. To answer this research question, I conducted an experiment with a total of 105 students by using two types of gamification systems: Initial Version and User-Centered Designed Version. The usability test identified a total of 25 unique usability problems across 5 categories: (1) Design, (2) Navigation, (3) Game Element, (4) Main Activity, and (5) Feedback. Applying the User-Centered Design process had a positive effect on building an effective gamification system, increasing the level of engagement for gamification website activity. In addition, a number of relationships were identified between different personality traits in students and (1) perceptions of gamification, (2) engagement with gamification and, (3) learning outcomes. Our findings suggest that the effects of gamification vary depending on individual attributes. In addition, I suggest that gamification developers apply UCD in the development process.For the last aim, I used structural equation modeling to investigate deeply the relationship between gamification and student motivation within the framework of self-determination theory. The results showed that gamification activity had a significant positive influence on intrinsic and extrinsic motivation and had a significant negative influence on amotivation. I also found that motivation had a significant positive influence on learning outcome.The present study is one of the first to cover several aspects still underexplored in current gamification research. I attempted to empirically evaluate the impact on student motivation of applying a UCD process to gamification within an SDT framework, which is seldom empirically studied in gamification literature. Furthermore, this study contributes to current research as the first empirically validated study to measure results across three repetitions of the experiment. In addition, this study is also one of the first to empirically find that even reward-based gamification can increase students intrinsic motivation, suggesting that it is possible to change students behavior. However, since I did not figure out the effects of individual game elements on students motivation, more empirical research is necessary to determine why particular game elements play a role as extrinsic or intrinsic motivators in a given context, and how this, in turn, influences students behavior. I expect that these results will inform instructors who are interested in gamifying their courses and will help them in deciding how to develop gamification to use in their specific context.



Proceedings Of International Conference On Information Technology And Applications


Proceedings Of International Conference On Information Technology And Applications
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Author : Sajid Anwar
language : en
Publisher: Springer Nature
Release Date : 2023-05-18

Proceedings Of International Conference On Information Technology And Applications written by Sajid Anwar and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-05-18 with Technology & Engineering categories.


This book includes high-quality papers presented at 16th International Conference on Information Technology and Applications (ICITA 2022), held in Lisbon, Portugal during October 20–22, 2022. The book presents original research work of academics and industry professionals to exchange their knowledge of the state-of-the-art research and development in information technology and applications. The topics covered in the book are cloud computing, business process engineering, machine learning, evolutionary computing, big data analytics, Internet of things and cyber-physical systems, information and knowledge management, computer vision and image processing, computer graphics and games programming, mobile computing, ontology engineering, software and systems modeling, human–computer interaction, online learning / e-learning, computer networks, and web engineering.



Computational Science And Its Applications Iccsa 2024


Computational Science And Its Applications Iccsa 2024
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Author : Osvaldo Gervasi
language : en
Publisher: Springer Nature
Release Date :

Computational Science And Its Applications Iccsa 2024 written by Osvaldo Gervasi and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.