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

Published: 02 October 2013 Publication 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
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

  • UWATERLOO: University of Waterloo
  • IMMERSe: IMMERSe Network
  • Waterloo Stratford Campus: University of Waterloo Stratford Campus
  • University of Ontario Institute of Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2013

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Author Tags

  1. ERPsim
  2. SAP ERP
  3. business education
  4. game-based learning
  5. gamification

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  • Research-article

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Gamification '13
Sponsor:
  • UWATERLOO
  • IMMERSe
  • Waterloo Stratford Campus
Gamification '13: Gameful Design, Research, and Applications
October 2 - 4, 2013
Ontario, Toronto, Canada

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Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
Overall Acceptance Rate 9 of 25 submissions, 36%

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Cited By

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  • (2024)Designing Effective Hybrid Course Curriculum: A Design Science Approach to Gamification and Student Outcomes ValidationEvaluation Review10.1177/0193841X241291752Online publication date: 9-Oct-2024
  • (2024)Exploring A Design Space for Digital Interventions Facilitating Early Adolescents’ Tech Disengagement: A Parent-Child PerspectiveProceedings of the 13th Nordic Conference on Human-Computer Interaction10.1145/3679318.3685382(1-17)Online publication date: 13-Oct-2024
  • (2024)Enhancing UX Evaluation Through Collaboration with Conversational AI Assistants: Effects of Proactive Dialogue and TimingProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642168(1-16)Online publication date: 11-May-2024
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
  • (2024)How does the Mechanics of Competition and Collaboration Impact on Student’s Flow Experience in a Gamified Educational Environment? An Experimental Study in Higher Education (under review)Technology, Knowledge and Learning10.1007/s10758-024-09796-5Online publication date: 10-Dec-2024
  • (2023)Co-Designing with Early Adolescents: Understanding Perceptions of and Design Considerations for Tech-Based Mediation Strategies that Promote Technology DisengagementProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581134(1-16)Online publication date: 19-Apr-2023
  • (2023)Gamifying model-based engineering: the PapyGame experienceSoftware and Systems Modeling10.1007/s10270-023-01091-822:4(1369-1389)Online publication date: 4-Mar-2023
  • (2023)Climate Change Literacy Gamified: How Gamification Mechanics Affect User Experience Factors in the User InterfacesHCI International 2023 – Late Breaking Papers10.1007/978-3-031-48050-8_27(408-425)Online publication date: 1-Dec-2023
  • (2023)Prototyping Gamification Apps Using Board Games: A Case Study of Muscle Stretching AppHCI in Games10.1007/978-3-031-35930-9_25(370-385)Online publication date: 9-Jul-2023
  • (2022)On the Impact of Competitive Gameplay on Text Entry Performance - A Study Based on a Mobile Typing GameCHI Conference on Human Factors in Computing Systems Extended Abstracts10.1145/3491101.3519641(1-6)Online publication date: 27-Apr-2022
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