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The Effects Of Gamification On Motivation And Performance


The Effects Of Gamification On Motivation And Performance
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The Effects Of Gamification On Motivation And Performance


The Effects Of Gamification On Motivation And Performance
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Author : Anna Faust
language : en
Publisher: Springer Nature
Release Date : 2021-08-24

The Effects Of Gamification On Motivation And Performance written by Anna Faust and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-24 with Business & Economics categories.


In this book, Anna Faust examines the effects of gamification as a non-monetary incentive scheme on motivation and performance. A primary concern of managerial accounting are systems and practices that increase motivation, effort, and performance. However, in the field of management accounting and management control, previous research has focused on the effects of monetary incentives at the expense of non-monetary incentives. Gamification, as a non-monetary incentive scheme, has received little to no attention so far in the field of management accounting and management control. To address this gap, the author conducts three studies to investigate the influence of gamification on motivation and performance. Overall, this book offers new insights into the complexity of gamification as an incentive scheme.



The Effects Of Gamified Learning Environment On The Intrinsic Motivation Psychological Need Satisfaction And Performance Of Online Students


The Effects Of Gamified Learning Environment On The Intrinsic Motivation Psychological Need Satisfaction And Performance Of Online Students
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Author : Sebiha Balci
language : en
Publisher:
Release Date : 2022

The Effects Of Gamified Learning Environment On The Intrinsic Motivation Psychological Need Satisfaction And Performance Of Online Students written by Sebiha Balci and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with categories.


Gamification is a promising method proposed to solve the motivational problems of online learners and enhance their performance. However, the evidence regarding why and how gamification might work and its effects on these outcomes is inconclusive. In order to provide more evidence to the ongoing discussion in the gamification field, the current study searched for the effectiveness of gamification on the intrinsic motivation, the psychological need satisfaction, and the performance of online learners. Applying the tenets of self-determination theory as a theoretical background, a gamified online learning environment with badges and freedom of choice was created in the TalentLMS. The results showed that badges have the potential to decrease the intrinsic motivation of learners and they do not fulfill the need for competence. However, freedom of choice indirectly increases the intrinsic motivation of learners through fulfilling the need for autonomy. Neither badges nor freedom of choice increased the performance of learners. In addition, it was found that different badge implementation designs (expected badges versus unexpected badges) yielded similar nonsignificant results. The theoretical and practical implications of the study are discussed.



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.



Testing The Effects Of Individual Gamification Elements On Motivation And Performance Quality To Better Understand How They Can Be Implemented In An Organisational Context


Testing The Effects Of Individual Gamification Elements On Motivation And Performance Quality To Better Understand How They Can Be Implemented In An Organisational Context
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Author : Taryn Steyn
language : en
Publisher:
Release Date : 2015

Testing The Effects Of Individual Gamification Elements On Motivation And Performance Quality To Better Understand How They Can Be Implemented In An Organisational Context written by Taryn Steyn and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Employee motivation categories.




Gamify


Gamify
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Author : Biran Burke
language : en
Publisher: Routledge
Release Date : 2016-10-14

Gamify written by Biran Burke and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-14 with Business & Economics categories.


Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.



Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations


Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-01-28

Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations written by Bernardes, Oscar and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-28 with Computers categories.


Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.



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.



Investigating The Effects Of Gamification On Student Learning Engagement And Performance


Investigating The Effects Of Gamification On Student Learning Engagement And Performance
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Author : 白書瑞
language : en
Publisher:
Release Date : 2022

Investigating The Effects Of Gamification On Student Learning Engagement And Performance written by 白書瑞 and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022 with Gamification categories.




Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities


Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities
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Author : Costello, Robert
language : en
Publisher: IGI Global
Release Date : 2020-04-10

Gamification Strategies For Retention Motivation And Engagement In Higher Education Emerging Research And Opportunities written by Costello, Robert and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-10 with Education categories.


A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students



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.