Zusammenfassung
Computerspiele können Lernfähigkeit verbessern. Eine Möglichkeit diese Theorie in der Praxis weiterzuentwickeln ist Gamification, der Einsatz von spielerischen Elementen in spielfremden Kontexten, wie zum Beispiel Wissensmanagement. In diesem Beitrag wird die allgemeine Nutzungsbereitschaft von Gamification zum Wissenstransfer untersucht und mögliche Gamification-Elemente und beispielhafte Umsetzungen vorgestellt. Die Onlinebefragung zeigt, dass Gamification ein vielversprechender Ansatz ist, wenn eine positive Grundeinstellung zu Gamification, Wissenstransfer oder sogar beidem vorhanden ist.
Abstract
Computer games improve learning abilities. One possibility to further develop this theory is Gamification, the use of game-like elements in non-game contexts, such as knowledge management. This paper examines the general readiness to use Gamification to transfer knowledge and presents possible Gamification elements and examples of implementation. The online survey shows that Gamification is a promising approach if there is a positive attitude towards Gamification, knowledge transfer or even both.


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Finster, R., Eckardt, L. & Robra-Bissantz, S. Spielerischer Informations- und Wissensaustausch im Unternehmen. HMD 55, 779–790 (2018). https://doi.org/10.1365/s40702-018-0433-7
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DOI: https://doi.org/10.1365/s40702-018-0433-7