Skip to main content

2015 | OriginalPaper | Buchkapitel

Meaningful Implementation of Gamification in Information Literacy Instruction

verfasst von : Anja Wintermeyer, Kathrin Knautz

Erschienen in: Information Literacy: Moving Toward Sustainability

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Today’s information society has brought up a new generation of learners that demands more dynamic and interactive teaching approaches and has to be equipped with new types of skills. Especially in education, gamification has been an emerging trend in the last few years. Game elements and patterns are used to engage students in certain actions and shape their behavior. However, there is a distinction between purely reward-based and meaningful gamification, which can result in high quality learning. The aim of this study is to illustrate the positive effect that meaningful implementation of game elements and patterns can have on behavioral outcomes. Looking at the results of a comprehensive evaluation of The Legend of Zyren reveals that a clever way of implementing the content into the gaming context has a strong influence on both personal engagement and content mastery. The results illustrate that students who were more engaged in the game also had significantly better results in the final exam on information literacy.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

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!

Literatur
1.
Zurück zum Zitat Dunning, J.H.: Regions, globalization, and the knowledge economy: issues stated. In: Dunning, J.H. (ed.) Regions, Globalization, and the Knowledge-Based Economy, pp. 7–41. Oxford University Press, Oxford (2000) Dunning, J.H.: Regions, globalization, and the knowledge economy: issues stated. In: Dunning, J.H. (ed.) Regions, Globalization, and the Knowledge-Based Economy, pp. 7–41. Oxford University Press, Oxford (2000)
2.
Zurück zum Zitat Black, R.W.: English-language learners, fan communities, and 21st-century skills. J. Adolesc. Adult Lit. 52, 688–697 (2009)CrossRef Black, R.W.: English-language learners, fan communities, and 21st-century skills. J. Adolesc. Adult Lit. 52, 688–697 (2009)CrossRef
3.
Zurück zum Zitat Trilling, B., Fadel, C.: 21st Century Skills: Learning for Life in our Times. Jossey-Bass, San-Francisco (2009) Trilling, B., Fadel, C.: 21st Century Skills: Learning for Life in our Times. Jossey-Bass, San-Francisco (2009)
4.
Zurück zum Zitat Chu, S.K.W., Tavares, N., Chu, D., Yee, H.S., Chow, K., Siu, F., Wong, M.: Developing upper primary students’ 21st century skills: inquiry learning through collaborative teaching and web 2.0 technologies. Centre for Information Technology in Education, Faculty of Education, The University of Hong Kong, Hong Kong (2012) Chu, S.K.W., Tavares, N., Chu, D., Yee, H.S., Chow, K., Siu, F., Wong, M.: Developing upper primary students’ 21st century skills: inquiry learning through collaborative teaching and web 2.0 technologies. Centre for Information Technology in Education, Faculty of Education, The University of Hong Kong, Hong Kong (2012)
5.
Zurück zum Zitat Lee, J.J., Hammer, J.: Gamification in education: what, how, why bother? Acad. Exch. Q. 15, 1–5 (2011) Lee, J.J., Hammer, J.: Gamification in education: what, how, why bother? Acad. Exch. Q. 15, 1–5 (2011)
6.
Zurück zum Zitat Prensky, M.: Digital game-based learning. Comput. Entertain. 1, 1–4 (2003)CrossRef Prensky, M.: Digital game-based learning. Comput. Entertain. 1, 1–4 (2003)CrossRef
7.
Zurück zum Zitat Sheldon, L.: The Multiplayer Classroom: Designing Coursework as a Game. Cengage Learning, Boston (2012) Sheldon, L.: The Multiplayer Classroom: Designing Coursework as a Game. Cengage Learning, Boston (2012)
8.
Zurück zum Zitat Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R., Shapiro, A.: Quest to Learn – Developing the School for Digital Kids. MIT Press, Cambridge (2011) Salen, K., Torres, R., Wolozin, L., Rufo-Tepper, R., Shapiro, A.: Quest to Learn – Developing the School for Digital Kids. MIT Press, Cambridge (2011)
9.
Zurück zum Zitat Wu, W.W.Y., Chu, S.K.W., Chan, H., Wong, J., Tse, S.K., Tavares, N., Mok, S.W.S.: Strengthening students’ reading comprehension ability (both Chinese and English) through developing children’s literature e-quiz bank on the cloud. In: 19th International Education & Technology Conference (2014) Wu, W.W.Y., Chu, S.K.W., Chan, H., Wong, J., Tse, S.K., Tavares, N., Mok, S.W.S.: Strengthening students’ reading comprehension ability (both Chinese and English) through developing children’s literature e-quiz bank on the cloud. In: 19th International Education & Technology Conference (2014)
10.
Zurück zum Zitat Knautz, K., Göretz, J., Wintermeyer, A.: Gotta catch ‘Em All’ - game design patterns for guild quests in higher education. In: iConference 2014 Proceedings, pp. 690–699. iSchools, Illinois (2014) Knautz, K., Göretz, J., Wintermeyer, A.: Gotta catch ‘Em All’ - game design patterns for guild quests in higher education. In: iConference 2014 Proceedings, pp. 690–699. iSchools, Illinois (2014)
11.
Zurück zum Zitat Deci, E.L.: Effects of externally mediated rewards on intrinsic motivation. J. Pers. Soc. Psychol. 18, 105–115 (1971)CrossRef Deci, E.L.: Effects of externally mediated rewards on intrinsic motivation. J. Pers. Soc. Psychol. 18, 105–115 (1971)CrossRef
12.
Zurück zum Zitat Deci, E.L., Koestner, R., Ryan, R.M.: Extrinsic rewards and intrinsic motivation in education: reconsidered once again. Rev. Educ. Res. 71, 1–27 (2001)CrossRef Deci, E.L., Koestner, R., Ryan, R.M.: Extrinsic rewards and intrinsic motivation in education: reconsidered once again. Rev. Educ. Res. 71, 1–27 (2001)CrossRef
13.
Zurück zum Zitat Deci, E.L., Ryan, R.M.: The empirical exploration of intrinsic motivational processes. In: Berkowitz, L. (ed.) Advances in Experimental Social Psychology, vol. 13, pp. 39–80. Academic Press, New York (1980) Deci, E.L., Ryan, R.M.: The empirical exploration of intrinsic motivational processes. In: Berkowitz, L. (ed.) Advances in Experimental Social Psychology, vol. 13, pp. 39–80. Academic Press, New York (1980)
14.
Zurück zum Zitat Nicholson, S.: Two paths to motivation through game design elements: reward-based gamification and meaningful gamification. In: iConference 2013 Proceedings, pp. 671–672. iSchools, Illinois (2013) Nicholson, S.: Two paths to motivation through game design elements: reward-based gamification and meaningful gamification. In: iConference 2013 Proceedings, pp. 671–672. iSchools, Illinois (2013)
15.
Zurück zum Zitat Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Games, Learning, Society, pp. 1–7. ETC Press, Pittsburgh (2012) Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Games, Learning, Society, pp. 1–7. ETC Press, Pittsburgh (2012)
16.
Zurück zum Zitat Ryan, R., Deci, E.: Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp. Educ. Psychol. 25, 54–67 (2000)CrossRef Ryan, R., Deci, E.: Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp. Educ. Psychol. 25, 54–67 (2000)CrossRef
17.
Zurück zum Zitat Garris, R., Ahlers, R., Driskell, J.E.: Games, motivation, and learning: a research and practice model. Simul. Gaming 33, 441–467 (2002)CrossRef Garris, R., Ahlers, R., Driskell, J.E.: Games, motivation, and learning: a research and practice model. Simul. Gaming 33, 441–467 (2002)CrossRef
18.
Zurück zum Zitat Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55, 68–78 (2000)CrossRef Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55, 68–78 (2000)CrossRef
19.
Zurück zum Zitat Gagne, M., Deci, E.L.: Self-determination theory and work motivation. J. Organ. Behav. 26, 331–362 (2005)CrossRef Gagne, M., Deci, E.L.: Self-determination theory and work motivation. J. Organ. Behav. 26, 331–362 (2005)CrossRef
20.
Zurück zum Zitat Grolnick, W.S., Ryan, R.M.: Autonomy in children’s learning: an experimental and individual difference investigation. J. Pers. Soc. Psychol. 52, 890–898 (1987)CrossRef Grolnick, W.S., Ryan, R.M.: Autonomy in children’s learning: an experimental and individual difference investigation. J. Pers. Soc. Psychol. 52, 890–898 (1987)CrossRef
21.
Zurück zum Zitat Leonard, D.C.: Learning Theories A to Z. Greenwood Press, Westport (2002) Leonard, D.C.: Learning Theories A to Z. Greenwood Press, Westport (2002)
22.
Zurück zum Zitat Scardamalia, M., Bereiter, C.: Knowledge building: theory, pedagogy, and technology. In: Sawyer, R.K. (ed.) The Cambridge Handbook of the Learning Sciences, pp. 97–115. Cambridge University Press, New York (2006) Scardamalia, M., Bereiter, C.: Knowledge building: theory, pedagogy, and technology. In: Sawyer, R.K. (ed.) The Cambridge Handbook of the Learning Sciences, pp. 97–115. Cambridge University Press, New York (2006)
23.
Zurück zum Zitat Barab, S., Pettyjohn, P., Gresalfi, M., Volk, C., Solomou, M.: Game-based curriculum and transformational play: designing to meaningfully positioning person, content, and context. Comput. Educ. 58, 518–533 (2012)CrossRef Barab, S., Pettyjohn, P., Gresalfi, M., Volk, C., Solomou, M.: Game-based curriculum and transformational play: designing to meaningfully positioning person, content, and context. Comput. Educ. 58, 518–533 (2012)CrossRef
24.
Zurück zum Zitat Bereiter, C., Scardamalia, M.: Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise. Open Court, Chicago (1993) Bereiter, C., Scardamalia, M.: Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise. Open Court, Chicago (1993)
25.
Zurück zum Zitat Gee, J.P.: Learning and games. In: Salen, K. (ed.) The Ecology of Games: Connecting Youth, Games, and Learning, pp. 21–40. MIT Press, Cambridge (2008) Gee, J.P.: Learning and games. In: Salen, K. (ed.) The Ecology of Games: Connecting Youth, Games, and Learning, pp. 21–40. MIT Press, Cambridge (2008)
26.
Zurück zum Zitat Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “Gamification”. In: MindTrek 2011, pp. 1–7. ACM New York (2011) Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “Gamification”. In: MindTrek 2011, pp. 1–7. ACM New York (2011)
27.
Zurück zum Zitat Zichermann, G., Cunningham, C.: Gamification by Design. O’Reilly Media Inc., Sebastopol (2011) Zichermann, G., Cunningham, C.: Gamification by Design. O’Reilly Media Inc., Sebastopol (2011)
28.
Zurück zum Zitat Muntean, C.I.: Raising engagement in e-learning through gamification. In: The 6th International Conference on Virtual Learning ICVL, pp. 323–329. Bucharest University Press, Bucharest (2011) Muntean, C.I.: Raising engagement in e-learning through gamification. In: The 6th International Conference on Virtual Learning ICVL, pp. 323–329. Bucharest University Press, Bucharest (2011)
Metadaten
Titel
Meaningful Implementation of Gamification in Information Literacy Instruction
verfasst von
Anja Wintermeyer
Kathrin Knautz
Copyright-Jahr
2015
DOI
https://doi.org/10.1007/978-3-319-28197-1_36