Skip to main content
Top

2017 | OriginalPaper | Chapter

Making Gamification Easy for the Professor: Decoupling Game and Content with the StudyNow Mobile App

Authors : Matthias Feldotto, Thomas John, Dennis Kundisch, Paul Hemsen, Katrin Klingsieck, Alexander Skopalik

Published in: Designing the Digital Transformation

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Many university students struggle with motivational problems, and gamification has the potential to address these problems. However, gamification is hardly used in education, because current approaches to gamification require instructors to engage in the time-consuming preparation of their course contents for use in quizzes, mini-games and the like. Drawing on research on limited attention and present bias, we propose a “lean” approach to gamification, which relies on gamifying learning activities (rather than learning contents) and increasing their salience. In this paper, we present the app StudyNow that implements such a lean gamification approach. With this app, we aim to enable more students and instructors to benefit from the advantages of gamification.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Akerlof, G.A.: Procrastination and obedience. Am. Econ. Rev. 81(2), 1–19 (1991) Akerlof, G.A.: Procrastination and obedience. Am. Econ. Rev. 81(2), 1–19 (1991)
2.
go back to reference Deterding, S., Dixon, D., Khaled, R., and Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15 (2011) Deterding, S., Dixon, D., Khaled, R., and Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15 (2011)
3.
go back to reference Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. J. Educ. Technol. Soc. 18(3), 75–88 (2015) Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. J. Educ. Technol. Soc. 18(3), 75–88 (2015)
4.
go back to reference El-Masri, M., Tarhini, A.: A design science approach to gamify education: from games to platforms. In: Proceedings of the European Conference on Information Systems (2015) El-Masri, M., Tarhini, A.: A design science approach to gamify education: from games to platforms. In: Proceedings of the European Conference on Information Systems (2015)
5.
go back to reference Hevner, A., March, S., Park, J.: Design science in information systems research. MIS Q. 28(1), 75–105 (2004) Hevner, A., March, S., Park, J.: Design science in information systems research. MIS Q. 28(1), 75–105 (2004)
6.
go back to reference Kahneman, D.: Attention and Effort. Prentice-Hall, Englewood Cliffs (1973) Kahneman, D.: Attention and Effort. Prentice-Hall, Englewood Cliffs (1973)
7.
go back to reference Sánchez-Mena, A., Martí-Parreño, J.: Gamification in higher education: teachers’ drivers and barriers. In: Proceedings of the International Conference the Future of Education, pp. 180–184 (2016) Sánchez-Mena, A., Martí-Parreño, J.: Gamification in higher education: teachers’ drivers and barriers. In: Proceedings of the International Conference the Future of Education, pp. 180–184 (2016)
8.
go back to reference Seaborn, K., Fels, D.: Gamification in theory and action: a survey. Int. J. Hum. Comput. Stud. 74, 14–31 (2015)CrossRef Seaborn, K., Fels, D.: Gamification in theory and action: a survey. Int. J. Hum. Comput. Stud. 74, 14–31 (2015)CrossRef
9.
go back to reference Steel, P., Klingsieck, K.B.: Academic procrastination: psychological antecedents revisited. Aust. Psychol. 51(1), 36–46 (2016)CrossRef Steel, P., Klingsieck, K.B.: Academic procrastination: psychological antecedents revisited. Aust. Psychol. 51(1), 36–46 (2016)CrossRef
10.
11.
go back to reference Symon, G.: Qualitative research diaries. In: Symon, G., Cassell, C. (eds.) Qualitative Methods and Analysis in Organizational Research: A Practical Guide, pp. 94–117. Sage, London, UK (1998) Symon, G.: Qualitative research diaries. In: Symon, G., Cassell, C. (eds.) Qualitative Methods and Analysis in Organizational Research: A Practical Guide, pp. 94–117. Sage, London, UK (1998)
Metadata
Title
Making Gamification Easy for the Professor: Decoupling Game and Content with the StudyNow Mobile App
Authors
Matthias Feldotto
Thomas John
Dennis Kundisch
Paul Hemsen
Katrin Klingsieck
Alexander Skopalik
Copyright Year
2017
DOI
https://doi.org/10.1007/978-3-319-59144-5_32

Premium Partner