Skip to main content

Leitfaden für die Identifikation, Auswahl und Kombination von Gamification-Elementen am Beispiel des Lernkontextes

  • Chapter
  • First Online:
Chancen und Herausforderungen des digitalen Lernens

Part of the book series: Kompetenzmanagement in Organisationen ((KOOR))

Zusammenfassung

Gamification ist ein bekannter Ansatz, bei dem sogenannte Spieldesignelemente in Informationssysteme integriert werden. Entgegen des bisherigen Erfolges des Ansatzes gibt es viele Unstimmigkeiten in Bezug auf das Design von Spieldesignelementen, besonders wenn es um die Anpassung der Elemente an eine bestimmte Zielgruppe geht. Dieser Beitrag stellt eine neue Klassifikation von Spieldesignelementen wie auch einen Prozess vor, mit dem Gamification-Konzepte Schritt für Schritt entwickelt und an eine Zielgruppe angepasst werden können. Der Prozess wird anhand des Lernkontextes detailliert vorgestellt und gibt so Praktikern/Praktikerinnen und Forschenden eine Vorstellung, wie Gamification-Ansätze systematisch entwickelt werden können. Durch die Entwicklung des Prozesses können für die Praxis Hilfestellungen gegeben werden, um Gamification-Ansätze zu entwickeln. Weiterhin liefert die Klassifikation der Spieldesignelemente einen theoretischen Beitrag zur Gamification-Literatur.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 49.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Literatur

  1. Alcivar, I., & Abad, A. G. (2016). Design and evaluation of a gamified system for ERP training. Computers in Human Behavior, 58, 109–118.

    Article  Google Scholar 

  2. Attali, Y., & Areli-Attali, M. (2015). Gamification in assessment: Do points affect test performance. Computers & Education, 83, 57–63.

    Article  Google Scholar 

  3. Baek, E.-O., Cagiltay, K., Boling, E., & Frick, T. (2008). User-centered design and development. Handbook of research on educational communications and technology, 1, 660–668.

    Google Scholar 

  4. Bjork, S., & Holopainen, J. (2004). Patterns in game design. Boston: Charles River Media.

    Google Scholar 

  5. Boticki, I., Baksa, J., Seow, P., & Looi, C.-K. (2015). Usage of a mobile social learning platform with virtual badges in primary school. Computers & Education, 86, 120–136.

    Article  Google Scholar 

  6. Bui, A., & Veit, D. (2015). The effects of gamification on driver behavior: An example from a free float carsharing service. In Twenty-Third European Conference on Information Systems (ECIS) (S. 1–14).

    Google Scholar 

  7. Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior. (White Paper). Bunchball Inc.

    Google Scholar 

  8. Burgers, C., Eden, A., van Engelenburg, M. D., & Buningh, S. (2015). How feedback boosts motivation in play in a brain-training game. Computers in Human Behavior, 48, 94–103.

    Article  Google Scholar 

  9. Burke, M., & Hiltbrand, T. (2011). How gamification will change business intelligence. Business Intelligence Journal, 16(2), 8–16.

    Google Scholar 

  10. Cheng, M.-T., Lin, Y.-W., & She, H.-C. (2015). Learning through playing virtual age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters. Computers & Education, 86, 18–29.

    Article  Google Scholar 

  11. Cheong, C., Cheong, F., & Filippou, J. (2013). Quick quiz: A gamified approach for enhancing learning. In PACIS.

    Google Scholar 

  12. Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women’s math performance. Computers & Education, 78, 66–77.

    Article  Google Scholar 

  13. Conrad, F. G., Couper, M. P., Tourangeau, R., & Peytchev, A. (2010). The impact of progress indicators on task completion. Interacting with Computers, 22(5), 417–427.

    Article  Google Scholar 

  14. Dalkey, N., & Helmer, O. (1963). An experimental application of the Delphi method to the use of experts. Management Science, 9(3), 458–467.

    Article  Google Scholar 

  15. Denny, P. (2013). The effect of virtual achievements on student engagement. In Proceedings of the SIGCHI conference on human factors in computing systems (S. 763–772).

    Google Scholar 

  16. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification: Using game design elements in non-gaming contexts. In Proceedings of the International Conference on Human Factors in Computing Systems S. 2425–2428.

    Google Scholar 

  17. Diseth, Å., & Kobbeltvedt, T. (2010). A mediation analysis of achievement motives, goals, learning strategies, and academic achievement. British Journal of Educational Psychology, 80(4), 671–687.

    Article  Google Scholar 

  18. Domínguez, A., Saenz-de-Navarrete, J., de Marcos, L., Fernández-Sanz, L., Páges, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.

    Article  Google Scholar 

  19. Faghihi, U., Brautigam, A., Jorgenson, K., Martin, D., Brown, A., Measures, E., & Maldonado-Bouchard, S. (2014). How gamification applies for educational purpose specially with college algebra. Procedia Computer Science, 41, 182–187.

    Article  Google Scholar 

  20. Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students‘ motivation, engagement and learning in an educational game. Computers & Education, 75, 136–148.

    Article  Google Scholar 

  21. Gnauk, B., Dannecker, L., & Hahmann, M. (2012). Leveraging gamification in demand dispatch systems. In Proceedings of the 2012 Joint EDBT/ICDT Workshops (S. 103–110).

    Google Scholar 

  22. Hamari, J. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications, 12, 236–245.

    Article  Google Scholar 

  23. Hamari, J., & Koivisto, J. (2015). “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, 333–347.

    Article  Google Scholar 

  24. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?: A literature review of empirical studies on gamification. In Hawaii International Conference on System Science (HICSS).

    Google Scholar 

  25. Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179.

    Article  Google Scholar 

  26. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort and academic performance. Computers & Education, 80, 152–161.

    Article  Google Scholar 

  27. Hess, T. J., McNab, A. L., & Basoglu, K. A. (2014). Reliability generalization of perceived ease of use, perceived usefulness, and behavioral intentions. MIS Quarterly, 38(1), 1–28.

    Article  Google Scholar 

  28. Hevner, A. R., March, S. T., Park, J., & Ram, S. (2004). Design science in information systems research. MIS Quarterly, 28(1), 75–105.

    Article  Google Scholar 

  29. Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92, 221–236.

    Article  Google Scholar 

  30. Huizinga, J. (1949). Homo Ludens. Boston: Beacon.

    Google Scholar 

  31. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Bd. 4, Nr. 1, S. 1722).

    Google Scholar 

  32. Li, W., Grossman, T., & Fitzmaurice, G. (2012). GamiCAD: A gamified tutorial system for first time autocad users. In Proceedings of the 25th annual ACM symposium on user interface software and technology (S. 103–112).

    Google Scholar 

  33. Lin, L., Atkinson, R. K., Christopherson, R. M., Joseph, S. S., & Harrison, C. J. (2013). Animated agents and learning: Does the type of verbal feedback they provide matter. Computers & Education, 67, 239–249.

    Article  Google Scholar 

  34. Liu, Y., Alexandrova, T., & Nakajima, T. (2011). Gamifying intelligent environments. In Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces (S. 7–12).

    Google Scholar 

  35. Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534.

    Article  Google Scholar 

  36. Novak, T. P., Hoffman, D. L., & Yung, Y.-F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22–42.

    Article  Google Scholar 

  37. Passos, E. B., Medeiros, D. B., Neto, P. A. S., & Clua, E. W. G. (2011). Turning real-world software development into a game. In Proceedings of SB Games (S. 260–269).

    Google Scholar 

  38. Reed, W. A. (2014). User-centered design: A guide to ROI with ISO 9241-210. Texology Science.

    Google Scholar 

  39. Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Massachusetts: MIT Press.

    Google Scholar 

  40. Santhanam, R., Liu, D., & Shen, W.-C. M. (2016). Research note-gamification of technology-mediated training: Not all competitions are the same. Information Systems Research, 27(2), 453–465.

    Google Scholar 

  41. Scheiner, C. W., & Witt, M. (2013). The backbone of gamification – A theoretical consideration of play and game mechanics (S. 2372–2386). Bonn: Gesellschaft für Informatik eV.

    Google Scholar 

  42. Schlagenhaufer, C., & Amberg, M. (2015). A descriptive literature review and classification framework for gamification in information systems. In European Conference on Information Systems (ECIS).

    Google Scholar 

  43. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31.

    Article  Google Scholar 

  44. Senko, C., & Harackiewicz, J. M. (2005). Achievement goals, task performance, and interest: Why perceived goal difficulty matters. Personality and Social Psychology Bulletin, 31(12), 1739–1753.

    Article  Google Scholar 

  45. Shen, W.-C. M., Liu, D., Santhanam, R., & Evans, D. A. (2016). Gamified technology-mediated learning: The role of individual differences. In Pacific Asia Conference on Information Systems (PACIS).

    Google Scholar 

  46. Shute, V. J., D’Mello, S., Baker, R., Cho, K., Bosch, N., Ocumpaugh, J., Ventura, M., & Almeda, V. (2015). Modeling how incoming knowledge, persistence, affective states, and in-game progress influence student learning from an educational game. Computers & Education, 86, 224–235.

    Article  Google Scholar 

  47. Suh, A., Wagner, C., & Liu, L. (2015). The effects of game dynamics on user engagement in gamified systems. In Hawaii International Conference on System Sciences (HICCS).

    Google Scholar 

  48. Thiebes, S., Lins, S., & Basten, D. (2014). Gamifying information systems: A synthesis of gamification mechanics and dynamics. In European Conference on Information Systems (ECIS).

    Google Scholar 

  49. Urh, M., Vukovic, G., & Jereb, E. (2015). The model for introduction of gamification into e-learning in higher education. Procedia-Social and Behavioral Sciences, 197, 388–397.

    Article  Google Scholar 

  50. Vom Brocke, J., Simons, A., Riemer, K., Niehaves, B., Plattfaut, R., & Cleven, A. (2015). Standing on the shoulders of giants: Challenges and recommendations of literature search in information systems research. Communications of the Association for Information Systems, 37(9), 205–244.

    Google Scholar 

  51. Webster, J., & Watson, R. T. (2002). Analyzing the past to prepare for the future: Writing a literature review. MIS Quarterly, 26(2), 13–23.

    Google Scholar 

  52. Wu, Y., Kankanhalli, A., & Huang, K.-W. (2015). Gamification in fitness apps: How do leaderboards influence exercise? In International Conference on Information Systems (ICIS).

    Google Scholar 

  53. Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772–775.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Sofia Schöbel .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer-Verlag GmbH Deutschland, ein Teil von Springer Nature

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Schöbel, S., Söllner, M. (2019). Leitfaden für die Identifikation, Auswahl und Kombination von Gamification-Elementen am Beispiel des Lernkontextes. In: Leimeister, J., David, K. (eds) Chancen und Herausforderungen des digitalen Lernens. Kompetenzmanagement in Organisationen. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-59390-5_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-662-59390-5_8

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-662-59389-9

  • Online ISBN: 978-3-662-59390-5

  • eBook Packages: Psychology (German Language)

Publish with us

Policies and ethics