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

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

    Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

    2 Citations (Scopus)

    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.
    Original languageEnglish
    Title of host publicationDesigning the Digital Transformation
    Subtitle of host publication12th International Conference, DESRIST 2017, Karlsruhe, Germany, May 30 – June 1, 2017, Proceedings
    EditorsAlexander Maedche, Jan vom Brocke, Alan Hevner
    Pages462-467
    ISBN (Electronic)978-3-319-59144-5
    DOIs
    Publication statusPublished - 2017
    Event12th International Conference on Design Science Research in Information System and Technology 2017 - Karlsruhe Institute of Technology, Karlsruhe, Germany
    Duration: 30 May 20171 Jun 2017
    Conference number: 12
    http://desrist2017.kit.edu/

    Publication series

    NameLecture Notes in Computer Science
    Volume10243

    Conference

    Conference12th International Conference on Design Science Research in Information System and Technology 2017
    Abbreviated titleDESRIST 2017
    Country/TerritoryGermany
    CityKarlsruhe
    Period30/05/171/06/17
    Internet address

    Keywords

    • Gamification
    • Limited attention
    • Present bias
    • Mobile app
    • Education

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