Don’t make the player, make the game: Exploring the potential of gamification in is education

Grace Kenny, Roisin Lyons, Theo Lynn

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationAMCIS 2017 - America's Conference on Information Systems
Subtitle of host publicationA Tradition of Innovation
PublisherAmericas Conference on Information Systems
ISBN (Electronic)9780996683142
Publication statusPublished - 2017
Externally publishedYes
EventAmerica�s Conference on Information Systems: A Tradition of Innovation, AMCIS 2017 - Boston, United States
Duration: 10 Aug 201712 Aug 2017

Publication series

NameAMCIS 2017 - America's Conference on Information Systems: A Tradition of Innovation
Volume2017-August

Conference

ConferenceAmerica�s Conference on Information Systems: A Tradition of Innovation, AMCIS 2017
Country/TerritoryUnited States
CityBoston
Period10/08/1712/08/17

Keywords

  • Bloom’s taxonomy of learning
  • Education
  • Gamification
  • Gamification self-efficacy
  • Pedagogy

Fingerprint

Dive into the research topics of 'Don’t make the player, make the game: Exploring the potential of gamification in is education'. Together they form a unique fingerprint.

Cite this