TY - GEN
T1 - Don’t make the player, make the game
T2 - America�s Conference on Information Systems: A Tradition of Innovation, AMCIS 2017
AU - Kenny, Grace
AU - Lyons, Roisin
AU - Lynn, Theo
N1 - Publisher Copyright:
© 2017 AIS/ICIS Administrative Office. All Rights Reserved.
PY - 2017
Y1 - 2017
N2 - Gamification is a pedagogical technique for enriching the student experience. It has been positioned as a solution to the challenges facing IS education such as student engagement, learning, and retention. However, existing applications of gamification in education focus on the role of game elements in enhancing lower order learning goals such as understanding and remembering, solely considering students as consumers of gamification. This study explores how student-led and student generated gamification projects can improve learning at all cognitive levels on Bloom’s Taxonomy of Learning. It also aims to study gamification self-efficacy as an important outcome of such projects. Preliminary findings offer tentative support for the potential of student-led gamification projects in enhancing learning and developing gamification self-efficacy. These findings will be explored further in subsequent analyses. This study makes empirical and practical contributions by supporting the potential of gamification and offering insights on the incorporation of gamification in IS education.
AB - Gamification is a pedagogical technique for enriching the student experience. It has been positioned as a solution to the challenges facing IS education such as student engagement, learning, and retention. However, existing applications of gamification in education focus on the role of game elements in enhancing lower order learning goals such as understanding and remembering, solely considering students as consumers of gamification. This study explores how student-led and student generated gamification projects can improve learning at all cognitive levels on Bloom’s Taxonomy of Learning. It also aims to study gamification self-efficacy as an important outcome of such projects. Preliminary findings offer tentative support for the potential of student-led gamification projects in enhancing learning and developing gamification self-efficacy. These findings will be explored further in subsequent analyses. This study makes empirical and practical contributions by supporting the potential of gamification and offering insights on the incorporation of gamification in IS education.
KW - Bloom’s taxonomy of learning
KW - Education
KW - Gamification
KW - Gamification self-efficacy
KW - Pedagogy
UR - http://www.scopus.com/inward/record.url?scp=85048455643&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85048455643
T3 - AMCIS 2017 - America's Conference on Information Systems: A Tradition of Innovation
BT - AMCIS 2017 - America's Conference on Information Systems
PB - Americas Conference on Information Systems
Y2 - 10 August 2017 through 12 August 2017
ER -