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Competition as an element of gamification for learning: an exploratory longitudinal investigation

Published:02 October 2013Publication History

ABSTRACT

This paper examines the effect of gamification techniques in engaging students in a teaching context, in particular the influence of competition. We conducted a longitudinal survey study (informed by a focus group) -- in an MBA classroom that uses ERPsim, which is a gamified simulation system for teaching the SAP ERP (Enterprise Resource Planning) software solution. Flow theory was used to understand engagement during this method of learning. We examined the effect of antecedents of Flow, such as skill and challenge, and the effect of Flow on its consequences such as satisfaction and student feelings. In line with earlier research, our results showed that losing a competition can have a detrimental effect on students' satisfaction and enjoyment; however, competition is still a key element that highly motivates students to engage in the gamification tasks.

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                  cover image ACM Other conferences
                  Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
                  October 2013
                  148 pages
                  ISBN:9781450328159
                  DOI:10.1145/2583008

                  Copyright © 2013 ACM

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                  Publication History

                  • Published: 2 October 2013

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                  Gamification '13 Paper Acceptance Rate9of25submissions,36%Overall Acceptance Rate9of25submissions,36%

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