Publication:
Learning with gamified information systems

cris.virtual.author-gnd#PLACEHOLDER_PARENT_METADATA_VALUE#
cris.virtual.department#PLACEHOLDER_PARENT_METADATA_VALUE#
cris.virtual.orcid0000-0002-6983-4615de
cris.virtualsource.author-gndc68ead17-940e-4dc7-b60d-e243f857e4a1
cris.virtualsource.departmentc68ead17-940e-4dc7-b60d-e243f857e4a1
cris.virtualsource.orcidc68ead17-940e-4dc7-b60d-e243f857e4a1
dc.contributor.authorJahn, Katharina
dc.date.accessioned2022-03-16T10:54:50Z
dc.date.available2022-03-16T10:54:50Z
dc.date.issued2022de
dc.description.abstractGamification is increasingly used in both private and work life domains. Whereas research on gamification has shown that gamification can have a positive impact on motivational and performance-related outcomes, some contradictory findings suggest that the specific design and implementation of gamification as well as the contexts in which gamification takes place play a crucial role for the specific effects on learning-related outcomes. Moreover, it is still unclear which specific gamification design elements are effective, how they can be combined, and how the implementation of specific gamification design elements might affect learning-related outcomes. Against this background, this thesis investigates the effects of gamification and the contexts in which gamification may take place using both quantitative and qualitative methods. The results show that individualized gamification design elements can positively affect motivational and performance-related outcomes. Additionally, the specific learning opportunities of the contexts in which gamification is implemented should be considered in the design of suitable gamification design elements.en
dc.identifier.doi10.25819/ubsi/10085
dc.identifier.urihttps://dspace.ub.uni-siegen.de/handle/ubsi/2173
dc.identifier.urnurn:nbn:de:hbz:467-21733
dc.language.isoende
dc.subject.ddc330 Wirtschaftde
dc.subject.otherVirtual bodiesen
dc.subject.otherAcceptanceen
dc.subject.otherIndividualizationen
dc.subject.otherApproach biasen
dc.subject.otherUncanny valleyen
dc.subject.swbGamificationde
dc.subject.swbVirtuelle Realitätde
dc.titleLearning with gamified information systemsen
dc.title.alternativeLernen mit gamifizierten Informationssystemen : die Rolle von Gamificationdesignelementen, Kontexten und ethischen Implikationende
dc.typeDoctoral Thesisde
dspace.entity.typePublication
ubsi.contributor.refereeNiehaves, Björn
ubsi.date.accepted2022-03-02
ubsi.oai.showtrue
ubsi.organisation.grantingUniversität Siegen
ubsi.origin.dspace51
ubsi.publication.affiliationFakultät III - Wirtschaftswissenschaften, Wirtschaftsinformatik und Wirtschaftsrechtde
ubsi.subject.ghbsQGTde
ubsi.title.alternativethe role of gamification design elements, contexts, and ethical implicationsen

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