Exploring gamification in digital learning environments: conceptual and empirical foundations for gamification designs
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1. Verfasser: | |
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Format: | Abschlussarbeit Buch |
Sprache: | English |
Veröffentlicht: |
Kassel
Kassel university press
2020
|
Schriftenreihe: | Research on IT, service, innovation, collaboration
Band 20 |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXVII, 310 Seiten Illustrationen, Diagramme 21 cm x 14.8 cm |
ISBN: | 9783737608350 3737608350 |
Internformat
MARC
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020 | |a 9783737608350 |c : EUR 39.00 (DE), EUR 40.10 (AT) |9 978-3-7376-0835-0 | ||
020 | |a 3737608350 |9 3-7376-0835-0 | ||
024 | 3 | |a 9783737608350 | |
035 | |a (OCoLC)1242419084 | ||
035 | |a (DE-599)DNB1220519340 | ||
040 | |a DE-604 |b ger |e rda | ||
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084 | |a EDU 660 |2 stub | ||
100 | 1 | |a Schöbel, Sofia |e Verfasser |0 (DE-588)1217220089 |4 aut | |
245 | 1 | 0 | |a Exploring gamification in digital learning environments |b conceptual and empirical foundations for gamification designs |c Sofia Schöbel |
264 | 1 | |a Kassel |b Kassel university press |c 2020 | |
300 | |a XXVII, 310 Seiten |b Illustrationen, Diagramme |c 21 cm x 14.8 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 1 | |a Research on IT, service, innovation, collaboration |v Band 20 | |
502 | |b Dissertation |c Universität Kassel |d 2020 | ||
650 | 0 | 7 | |a Gamification |0 (DE-588)1082245879 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Maschinelles Lernen |0 (DE-588)4193754-5 |2 gnd |9 rswk-swf |
653 | |a Gamified Learning | ||
653 | |a Gamification Elements | ||
653 | |a Digital Learning | ||
653 | |a Gamification | ||
655 | 7 | |0 (DE-588)4113937-9 |a Hochschulschrift |2 gnd-content | |
689 | 0 | 0 | |a Maschinelles Lernen |0 (DE-588)4193754-5 |D s |
689 | 0 | 1 | |a Gamification |0 (DE-588)1082245879 |D s |
689 | 0 | |5 DE-604 | |
710 | 2 | |a kassel university press |0 (DE-588)1066127425 |4 pbl | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 978-3-7376-0834-3 |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 978-3-7376-0834-3 |
830 | 0 | |a Research on IT, service, innovation, collaboration |v Band 20 |w (DE-604)BV042668701 |9 20 | |
856 | 4 | 2 | |m DNB Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032601354&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-032601354 | ||
883 | 1 | |8 1\p |a vlb |d 20201030 |q DE-101 |u https://d-nb.info/provenance/plan#vlb |
Datensatz im Suchindex
_version_ | 1804182298561609728 |
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adam_text | TABLE
OF
CONTENTS
GELEITWORT
.......................................................................................................................
1
VORWORT
.......................................................................................................................
HI
ZUSAMMENFASSUNG.......................................................................................................
IV
ABSTRACT
....................................................................................................................
VIII
LIST
OF
FIGURES
.........................................................................................................XXII
LIST
OF
TABLES
.........................................................................................................
XXIV
LIST
OF
ABBREVIATIONS
............................................................................................XXVI
1
INTRODUCTION
.........................................................................................................
28
1.1
PROBLEM
STATEMENT
.......................................................................................
28
1.2
SOLUTION
STATEMENT
AND
RESEARCH
QUESTIONS
.............................................
32
1.3
STRUCTURE
OF
DISSERTATION
.............................................................................
35
1.4
OVERVIEW
OF
PUBLICATIONS
IN
RELATION
TO
RESEARCH
QUESTIONS
....................
37
2
THEORETICAL
BACKGROUND
.....................................................................................
38
2.1
FOUNDATIONS
ON
GAMIFICATION
......................................................................
38
2.1.1
CONCEPTUALIZATION
OF
GAMIFICATION
.........................................................
38
2.1.2
GAMIFICATION
ELEMENTS
...........................................................................
41
2.1.3
EFFECTS
AND
OUTCOMES
OF
GAMIFICATION
..................................................
44
2.2
FOUNDATIONS
ON
TECHNOLOGY-MEDIATED
LEARNING
......................................
46
2.2.1
CONCEPTUALIZATION
OF
TECHNOLOGY-MEDIATED
LEARNING
...........................
46
2.2.2
GAMIFICATION
IN
TECHNOLOGY-MEDIATED
LEARNING
...................................
52
3
PHILOSOPHICAL
AND
METHODOLOGICAL
BACKGROUND
................................................
54
3.1
RESEARCH
EPISTEMOLOGIES
AND
PHILOSOPHICAL
CONSIDERATION
.....................
54
3.1.1
CONCEPTUALIZATION
OF
RESEARCH
EPISTEMOLOGIES
.....................................
55
3.1.2
CONCLUDING
THOUGHTS
...............................................................................
58
3.2
LITERATURE
REVIEWS
.......................................................................................
59
3.3
QUALITATIVE
RESEARCH
....................................................................................
62
3.3.1
CONCEPTUALIZATION
OF
QUALITATIVE
RESEARCH
.............................................
62
XVI
3.3.2
DATA COLLECTION
IN
QUALITATIVE
RESEARCH
...............................................
66
3.4
QUANTITATIVE
METHODS
..................................................................................
68
3.4.1
CONCEPTUALIZATION
OF
QUANTITATIVE
RESEARCH
............................................
69
3.4.2
SURVEY
STUDY
............................................................................................
70
3.4.3
EXPERIMENTAL
STUDY
.................................................................................
71
3.4.4
QUANTITATIVE
DATA
ANALYSIS
METHODS
.......................................................
75
3.4.4.1
BEST-WORST
SCALING
AND
REGRESSION
ANALYSIS
.....................................
75
3.4.4.2
STRUCTURAL
EQUATION
MODELS
.................................................................
78
3.5
QUALITATIVE
COMPARATIVE
ANALYSIS
...............................................................
83
3.6
DESIGN
SCIENCE
RESEARCH
...............................................................................
86
3.6.1
THE
ROLE
OF
THEORY
IN
DESIGN
SCIENCE
RESEARCH
.....................................
87
3.6.2
DESIGN
SCIENCE
RESEARCH
APPROACHES
AND
EVALUATION
..........................
89
4
UNDERSTANDING
THE
CHARACTERISTICS
OF
GAMIFICATION
ELEMENTS
-
A
TAXONOMY
TO
ANALYZE
AND
DESIGN
GAMIFICATION
CONCEPTS
.........................................................
93
4.1
INTRODUCTION
....................................................................................................
93
4.2
THEORETICAL
BACKGROUND
...............................................................................
94
4.3
METHODOLOGY
..................................................................................................
99
4.4
FINDINGS
........................................................................................................
102
4.4.1
IDENTIFICATION
OF
ELEMENTS
......................................................................
102
4.4.2
TAXONOMY
OF
GAMIFICATION
ELEMENTS
AND
THEIR
CHARACTERISTICS
............
103
4.4.3
TAXONOMY
EVALUATION
-
EXPERT
INTERVIEWS
............................................
105
4.4.4
CASE-BASED
TAXONOMY
VALIDATION
.........................................................
108
4.4.4.1
ANALYZING
GAMIFICATION
CONCEPTS:
NIKE+
CASE
STUDY
......................
108
4.4.4.2
DESIGNING
GAMIFICATION
CONCEPTS:
VALIDATION
OF
MOBILE
LEARNING
APPLICATION
CASE
STUDY
.....................................................................................
ILL
4.5
DISCUSSION
AND
CONTRIBUTIONS
....................................................................
114
4.5.1
DISCUSSION
OF
RESULTS
.............................................................................
114
4.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
................................................
118
4.6
LIMITATIONS
AND
FUTURE
RESEARCH
..............................................................
119
5
GAMIFICATION
ELEMENT
PREFERENCES
OF
USERS
IN
TECHNOLOGY-MEDIATED
LEARNING
......................................................................................................................
122
XVII
5.1
INTRODUCTION
.................................................................................................
122
5.2
THEORETICAL
BACKGROUND
.............................................................................
123
5.3
METHODOLOGY
................................................................................................
125
5.4
RESULTS
..........................................................................................................
127
5.4.1
RESULTS
OF
BEST-WORST
SCALING
................................................................
127
5.4.2
RESULTS
OF
COMBINATION
ANALYSIS
.........................................................
128
5.5
DISCUSSION
AND
CONTRIBUTIONS
....................................................................
132
5.5.1
DISCUSSION
OF
RESULTS
.............................................................................
132
5.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
................................................
134
5.6
LIMITATIONS
AND
FUTURE
RESEARCH
..............................................................
135
6
EXPLORING
THE
ROLE
AND
MEANING
OF
POINTS
AND
BADGES
IN
TECHNOLOGY-
MEDIATED
LEARNING
-
AN
EXPERIMENTAL ANALYSIS
OF
ENGAGEMENT,
SATISFACTION,
MOTIVATION,
AND
PROBLEM-SOLVING
OUTCOMES
...........................................................
137
6.1
INTRODUCTION
.................................................................................................
137
6.2
THEORETICAL
FOUNDATIONS
.............................................................................
138
6.2.1
HYPOTHESES
DEVELOPMENT
.......................................................................
138
6.2.1.1
MOTIVATION
...........................................................................................
139
6.2.1.2
ENGAGEMENT
.........................................................................................
141
6.2.1.3
SATISFACTION
WITH
THE
LEARNING
PROCESS
..............................................
143
6.3
RESEARCH
DESIGN
AND
METHODOLOGY
...........................................................
144
6.3.1
STUDY
CONTEXT
AND
PARTICIPANTS
..............................................................
144
6.3.2
ONLINE
TRAINING
AND
LEARNING
GOALS
.....................................................
145
6.3.3
EXPERIMENTAL
MANIPULATION
...................................................................
146
6.3.4
QUESTIONNAIRE
DEVELOPMENT
..................................................................
148
6.3.5
DATA
ANALYSIS
.........................................................................................
148
6.4
RESULTS
..........................................................................................................
149
6.4.1
CONTROL
VARIABLES
AND
MANIPULATION
CHECK
...........................................
150
6.4.2
MODEL
EVALUATION
...................................................................................
150
6.5
DISCUSSION
AND
CONTRIBUTIONS
....................................................................
155
6.5.1
DISCUSSION
OF
FINDINGS
...........................................................................
155
XVIII
6.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
................................................
157
6.6
LIMITATIONS
AND
FUTURE
RESEARCH
..............................................................
158
7
A
CONFIGURATIONAL
VIEW
ON
DESIGNING
MEDIATING
AVATARS
IN
TECHNOLOGY-
MEDIATED
LEARNING
AND
HOW
THEY
SUPPORT
EMOTIONAL
ATTACHMENT,
SATISFACTION,
AND
EXTRANEOUS
COGNITIVE
LOAD
...............................................................................
160
7.1
INTRODUCTION
.................................................................................................
160
7.2
CONCEPTUAL
BACKGROUND
.............................................................................
162
7.2.1
THE
ROLE
OF
EMOTIONS,
SATISFACTION
WITH
THE
LEARNING
PROCESS,
AND
EXTRANEOUS
COGNITIVE
LOAD
..................................................................................
162
7.2.2
DESIGN
CONFIGURATIONS
FOR
MEDIATING
AVATARS
IN
LEARNING
..................
164
7.3
RESEARCH
METHODOLOGY
...............................................................................
166
7.3.1
STUDY
DESIGN
AND
MANIPULATIONS
...........................................................
166
7.3.2
DATA
COLLECTION
AND
MEASUREMENT
VALIDATION
.......................................
167
7.4
RESULTS
..........................................................................................................
170
7.4.1
EMOTIONAL
ATTACHMENT
............................................................................
171
7.4.2
SATISFACTION
WITH
THE
LEARNING
PROCESS
..................................................
173
7.4.3
COGNITIVE
EXTRANEOUS
LOAD
...................................................................
174
7.5
DISCUSSION
AND
CONTRIBUTIONS
....................................................................
177
7.5.1
DISCUSSION
..............................................................................................
177
7.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
................................................
179
7.6
LIMITATIONS
AND
FUTURE
RESEARCH
..............................................................
180
8
THE
ROLE
AND
MEANING
OF
USER-CENTERED
GAMIFICATION
CONCEPTS
-
A
REVIEW
AND
SYNTHESIS
OF
GAMIFICATION
METHODS
..................................................................
182
8.1
INTRODUCTION
.................................................................................................
182
8.2
THEORETICAL
FRAMEWORK
..............................................................................
183
8.3
METHODOLOGY
................................................................................................
187
8.4
RESULTS
..........................................................................................................
188
8.4.1
OVERVIEW
ABOUT
LITERATURE
REVIEW
RESULTS
...........................................
188
8.4.2
GENERAL
ASPECTS
ABOUT
GAMIFICATION
.....................................................
191
8.4.3
USERS
AND
THEIR
NEEDS
............................................................................
193
XIX
8.4.4
USER
PARTICIPATION
AND
SYSTEM
................................................................
195
8.4.5
STAKEHOLDERS
...........................................................................................
199
8.5
DISCUSSION
AND
CONTRIBUTION
......................................................................
201
8.5.1
DISCUSSION
.............................................................................................
201
8.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
..................................................
204
8.6
LIMITATIONS
AND
FUTURE
RESEARCH
.............................................................
205
9
SUMMARY
OF
CONTRIBUTIONS
AND
AREAS
FOR
FUTURE
RESEARCH
.........................207
9.1
THEORETICAL
CONTRIBUTIONS
OF
THE
DISSERTATION
.........................................207
9.1.1
THE
CATEGORIZATION
OF
GAMIFICATION
ELEMENTS
....................................
208
9.1.2
GAMIFICATION
AND
THE
ROLE
OF
USER
PREFERENCES
...................................
209
9.1.3
GAMIFICATION
AND
ITS
EFFECTS
ON
PROBLEM-SOLVING
OUTCOMES
...............
210
9.1.4
DESIGNING
MEDIATING
AVATAR
.................................................................
211
9.1.5
THE
MEANING
OF
USER-CENTERED
GAMIFICATION
CONCEPTS
.......................
212
9.2
PRACTICAL
CONTRIBUTIONS
OF
THE
DISSERTATION
.............................................
213
9.2.1
TAXONOMY
OF
GAMIFICATION
ELEMENTS
AND
THEIR
CHARACTERISTICS
............
213
9.2.2
RANKING
OF
PREFERRED
GAMIFICATION
ELEMENTS
......................................
214
9.2.3
RESEARCH
MODEL
TO
EXPLAIN
EFFECTS
OF
GAMIFICATION
............................
214
9.2.4
MEDIATING
AVATAR
DESIGN
CONFIGURATIONS
.............................................
214
9.2.5
PROPOSITIONS
ABOUT
THE
DEVELOPMENT
OF
USER-CENTERED
GAMIFICATION
CONCEPTS
..............................................................................................................
215
9.3
DIRECTIONS
FOR
FUTURE
RESEARCH
................................................................
216
9.3.1
GAMIFICATION
CONTEXT
AND
THE
SUSTAINABILITY
OF
GAMIFICATION
.............
216
9.3.2
ACTION
DESIGN
RESEARCH
FOR
DEVELOPING
GAMIFICATION
CONCEPTS
.........
218
9.3.3
ARTIFICIAL
INTELLIGENCE
AND
NEURO
IS
IN
GAMIFICATION
-
CREATION
OF
ADAPTIVE
GAMIFICATION
CONCEPTS
........................................................................
220
APPENDIX
....................................................................................................................
256
APPENDIX
A
APPENDICES
FOR
STUDY
PRESENTED
IN
SECTION
4
...........................
257
APPENDIX
B
APPENDICES
TO
STUDY
PRESENTED
IN
SECTION
5
.............................
284
APPENDIX
C
APPENDICES
TO
STUDY
PRESENTED
IN
SECTION
6
.............................
286
APPENDIX
D
APPENDICES
TO
STUDY
PRESENTED
IN
SECTION
7
.............................
290
APPENDIX
E
APPENDICES
TO
STUDY
PRESENTED
IN
SECTION
8
.............................
291
XX
|
adam_txt |
TABLE
OF
CONTENTS
GELEITWORT
.
1
VORWORT
.
HI
ZUSAMMENFASSUNG.
IV
ABSTRACT
.
VIII
LIST
OF
FIGURES
.XXII
LIST
OF
TABLES
.
XXIV
LIST
OF
ABBREVIATIONS
.XXVI
1
INTRODUCTION
.
28
1.1
PROBLEM
STATEMENT
.
28
1.2
SOLUTION
STATEMENT
AND
RESEARCH
QUESTIONS
.
32
1.3
STRUCTURE
OF
DISSERTATION
.
35
1.4
OVERVIEW
OF
PUBLICATIONS
IN
RELATION
TO
RESEARCH
QUESTIONS
.
37
2
THEORETICAL
BACKGROUND
.
38
2.1
FOUNDATIONS
ON
GAMIFICATION
.
38
2.1.1
CONCEPTUALIZATION
OF
GAMIFICATION
.
38
2.1.2
GAMIFICATION
ELEMENTS
.
41
2.1.3
EFFECTS
AND
OUTCOMES
OF
GAMIFICATION
.
44
2.2
FOUNDATIONS
ON
TECHNOLOGY-MEDIATED
LEARNING
.
46
2.2.1
CONCEPTUALIZATION
OF
TECHNOLOGY-MEDIATED
LEARNING
.
46
2.2.2
GAMIFICATION
IN
TECHNOLOGY-MEDIATED
LEARNING
.
52
3
PHILOSOPHICAL
AND
METHODOLOGICAL
BACKGROUND
.
54
3.1
RESEARCH
EPISTEMOLOGIES
AND
PHILOSOPHICAL
CONSIDERATION
.
54
3.1.1
CONCEPTUALIZATION
OF
RESEARCH
EPISTEMOLOGIES
.
55
3.1.2
CONCLUDING
THOUGHTS
.
58
3.2
LITERATURE
REVIEWS
.
59
3.3
QUALITATIVE
RESEARCH
.
62
3.3.1
CONCEPTUALIZATION
OF
QUALITATIVE
RESEARCH
.
62
XVI
3.3.2
DATA COLLECTION
IN
QUALITATIVE
RESEARCH
.
66
3.4
QUANTITATIVE
METHODS
.
68
3.4.1
CONCEPTUALIZATION
OF
QUANTITATIVE
RESEARCH
.
69
3.4.2
SURVEY
STUDY
.
70
3.4.3
EXPERIMENTAL
STUDY
.
71
3.4.4
QUANTITATIVE
DATA
ANALYSIS
METHODS
.
75
3.4.4.1
BEST-WORST
SCALING
AND
REGRESSION
ANALYSIS
.
75
3.4.4.2
STRUCTURAL
EQUATION
MODELS
.
78
3.5
QUALITATIVE
COMPARATIVE
ANALYSIS
.
83
3.6
DESIGN
SCIENCE
RESEARCH
.
86
3.6.1
THE
ROLE
OF
THEORY
IN
DESIGN
SCIENCE
RESEARCH
.
87
3.6.2
DESIGN
SCIENCE
RESEARCH
APPROACHES
AND
EVALUATION
.
89
4
UNDERSTANDING
THE
CHARACTERISTICS
OF
GAMIFICATION
ELEMENTS
-
A
TAXONOMY
TO
ANALYZE
AND
DESIGN
GAMIFICATION
CONCEPTS
.
93
4.1
INTRODUCTION
.
93
4.2
THEORETICAL
BACKGROUND
.
94
4.3
METHODOLOGY
.
99
4.4
FINDINGS
.
102
4.4.1
IDENTIFICATION
OF
ELEMENTS
.
102
4.4.2
TAXONOMY
OF
GAMIFICATION
ELEMENTS
AND
THEIR
CHARACTERISTICS
.
103
4.4.3
TAXONOMY
EVALUATION
-
EXPERT
INTERVIEWS
.
105
4.4.4
CASE-BASED
TAXONOMY
VALIDATION
.
108
4.4.4.1
ANALYZING
GAMIFICATION
CONCEPTS:
NIKE+
CASE
STUDY
.
108
4.4.4.2
DESIGNING
GAMIFICATION
CONCEPTS:
VALIDATION
OF
MOBILE
LEARNING
APPLICATION
CASE
STUDY
.
ILL
4.5
DISCUSSION
AND
CONTRIBUTIONS
.
114
4.5.1
DISCUSSION
OF
RESULTS
.
114
4.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
.
118
4.6
LIMITATIONS
AND
FUTURE
RESEARCH
.
119
5
GAMIFICATION
ELEMENT
PREFERENCES
OF
USERS
IN
TECHNOLOGY-MEDIATED
LEARNING
.
122
XVII
5.1
INTRODUCTION
.
122
5.2
THEORETICAL
BACKGROUND
.
123
5.3
METHODOLOGY
.
125
5.4
RESULTS
.
127
5.4.1
RESULTS
OF
BEST-WORST
SCALING
.
127
5.4.2
RESULTS
OF
COMBINATION
ANALYSIS
.
128
5.5
DISCUSSION
AND
CONTRIBUTIONS
.
132
5.5.1
DISCUSSION
OF
RESULTS
.
132
5.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
.
134
5.6
LIMITATIONS
AND
FUTURE
RESEARCH
.
135
6
EXPLORING
THE
ROLE
AND
MEANING
OF
POINTS
AND
BADGES
IN
TECHNOLOGY-
MEDIATED
LEARNING
-
AN
EXPERIMENTAL ANALYSIS
OF
ENGAGEMENT,
SATISFACTION,
MOTIVATION,
AND
PROBLEM-SOLVING
OUTCOMES
.
137
6.1
INTRODUCTION
.
137
6.2
THEORETICAL
FOUNDATIONS
.
138
6.2.1
HYPOTHESES
DEVELOPMENT
.
138
6.2.1.1
MOTIVATION
.
139
6.2.1.2
ENGAGEMENT
.
141
6.2.1.3
SATISFACTION
WITH
THE
LEARNING
PROCESS
.
143
6.3
RESEARCH
DESIGN
AND
METHODOLOGY
.
144
6.3.1
STUDY
CONTEXT
AND
PARTICIPANTS
.
144
6.3.2
ONLINE
TRAINING
AND
LEARNING
GOALS
.
145
6.3.3
EXPERIMENTAL
MANIPULATION
.
146
6.3.4
QUESTIONNAIRE
DEVELOPMENT
.
148
6.3.5
DATA
ANALYSIS
.
148
6.4
RESULTS
.
149
6.4.1
CONTROL
VARIABLES
AND
MANIPULATION
CHECK
.
150
6.4.2
MODEL
EVALUATION
.
150
6.5
DISCUSSION
AND
CONTRIBUTIONS
.
155
6.5.1
DISCUSSION
OF
FINDINGS
.
155
XVIII
6.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
.
157
6.6
LIMITATIONS
AND
FUTURE
RESEARCH
.
158
7
A
CONFIGURATIONAL
VIEW
ON
DESIGNING
MEDIATING
AVATARS
IN
TECHNOLOGY-
MEDIATED
LEARNING
AND
HOW
THEY
SUPPORT
EMOTIONAL
ATTACHMENT,
SATISFACTION,
AND
EXTRANEOUS
COGNITIVE
LOAD
.
160
7.1
INTRODUCTION
.
160
7.2
CONCEPTUAL
BACKGROUND
.
162
7.2.1
THE
ROLE
OF
EMOTIONS,
SATISFACTION
WITH
THE
LEARNING
PROCESS,
AND
EXTRANEOUS
COGNITIVE
LOAD
.
162
7.2.2
DESIGN
CONFIGURATIONS
FOR
MEDIATING
AVATARS
IN
LEARNING
.
164
7.3
RESEARCH
METHODOLOGY
.
166
7.3.1
STUDY
DESIGN
AND
MANIPULATIONS
.
166
7.3.2
DATA
COLLECTION
AND
MEASUREMENT
VALIDATION
.
167
7.4
RESULTS
.
170
7.4.1
EMOTIONAL
ATTACHMENT
.
171
7.4.2
SATISFACTION
WITH
THE
LEARNING
PROCESS
.
173
7.4.3
COGNITIVE
EXTRANEOUS
LOAD
.
174
7.5
DISCUSSION
AND
CONTRIBUTIONS
.
177
7.5.1
DISCUSSION
.
177
7.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
.
179
7.6
LIMITATIONS
AND
FUTURE
RESEARCH
.
180
8
THE
ROLE
AND
MEANING
OF
USER-CENTERED
GAMIFICATION
CONCEPTS
-
A
REVIEW
AND
SYNTHESIS
OF
GAMIFICATION
METHODS
.
182
8.1
INTRODUCTION
.
182
8.2
THEORETICAL
FRAMEWORK
.
183
8.3
METHODOLOGY
.
187
8.4
RESULTS
.
188
8.4.1
OVERVIEW
ABOUT
LITERATURE
REVIEW
RESULTS
.
188
8.4.2
GENERAL
ASPECTS
ABOUT
GAMIFICATION
.
191
8.4.3
USERS
AND
THEIR
NEEDS
.
193
XIX
8.4.4
USER
PARTICIPATION
AND
SYSTEM
.
195
8.4.5
STAKEHOLDERS
.
199
8.5
DISCUSSION
AND
CONTRIBUTION
.
201
8.5.1
DISCUSSION
.
201
8.5.2
PRACTICAL
AND
THEORETICAL
CONTRIBUTIONS
.
204
8.6
LIMITATIONS
AND
FUTURE
RESEARCH
.
205
9
SUMMARY
OF
CONTRIBUTIONS
AND
AREAS
FOR
FUTURE
RESEARCH
.207
9.1
THEORETICAL
CONTRIBUTIONS
OF
THE
DISSERTATION
.207
9.1.1
THE
CATEGORIZATION
OF
GAMIFICATION
ELEMENTS
.
208
9.1.2
GAMIFICATION
AND
THE
ROLE
OF
USER
PREFERENCES
.
209
9.1.3
GAMIFICATION
AND
ITS
EFFECTS
ON
PROBLEM-SOLVING
OUTCOMES
.
210
9.1.4
DESIGNING
MEDIATING
AVATAR
.
211
9.1.5
THE
MEANING
OF
USER-CENTERED
GAMIFICATION
CONCEPTS
.
212
9.2
PRACTICAL
CONTRIBUTIONS
OF
THE
DISSERTATION
.
213
9.2.1
TAXONOMY
OF
GAMIFICATION
ELEMENTS
AND
THEIR
CHARACTERISTICS
.
213
9.2.2
RANKING
OF
PREFERRED
GAMIFICATION
ELEMENTS
.
214
9.2.3
RESEARCH
MODEL
TO
EXPLAIN
EFFECTS
OF
GAMIFICATION
.
214
9.2.4
MEDIATING
AVATAR
DESIGN
CONFIGURATIONS
.
214
9.2.5
PROPOSITIONS
ABOUT
THE
DEVELOPMENT
OF
USER-CENTERED
GAMIFICATION
CONCEPTS
.
215
9.3
DIRECTIONS
FOR
FUTURE
RESEARCH
.
216
9.3.1
GAMIFICATION
CONTEXT
AND
THE
SUSTAINABILITY
OF
GAMIFICATION
.
216
9.3.2
ACTION
DESIGN
RESEARCH
FOR
DEVELOPING
GAMIFICATION
CONCEPTS
.
218
9.3.3
ARTIFICIAL
INTELLIGENCE
AND
NEURO
IS
IN
GAMIFICATION
-
CREATION
OF
ADAPTIVE
GAMIFICATION
CONCEPTS
.
220
APPENDIX
.
256
APPENDIX
A
APPENDICES
FOR
STUDY
PRESENTED
IN
SECTION
4
.
257
APPENDIX
B
APPENDICES
TO
STUDY
PRESENTED
IN
SECTION
5
.
284
APPENDIX
C
APPENDICES
TO
STUDY
PRESENTED
IN
SECTION
6
.
286
APPENDIX
D
APPENDICES
TO
STUDY
PRESENTED
IN
SECTION
7
.
290
APPENDIX
E
APPENDICES
TO
STUDY
PRESENTED
IN
SECTION
8
.
291
XX |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Schöbel, Sofia |
author_GND | (DE-588)1217220089 |
author_facet | Schöbel, Sofia |
author_role | aut |
author_sort | Schöbel, Sofia |
author_variant | s s ss |
building | Verbundindex |
bvnumber | BV047196249 |
classification_rvk | ST 300 |
classification_tum | DAT 758 DAT 030 EDU 660 |
ctrlnum | (OCoLC)1242419084 (DE-599)DNB1220519340 |
discipline | Pädagogik Informatik |
discipline_str_mv | Pädagogik Informatik |
format | Thesis Book |
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genre_facet | Hochschulschrift |
id | DE-604.BV047196249 |
illustrated | Illustrated |
index_date | 2024-07-03T16:49:51Z |
indexdate | 2024-07-10T09:05:20Z |
institution | BVB |
institution_GND | (DE-588)1066127425 |
isbn | 9783737608350 3737608350 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-032601354 |
oclc_num | 1242419084 |
open_access_boolean | |
owner | DE-83 DE-91G DE-BY-TUM DE-12 |
owner_facet | DE-83 DE-91G DE-BY-TUM DE-12 |
physical | XXVII, 310 Seiten Illustrationen, Diagramme 21 cm x 14.8 cm |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | Kassel university press |
record_format | marc |
series | Research on IT, service, innovation, collaboration |
series2 | Research on IT, service, innovation, collaboration |
spelling | Schöbel, Sofia Verfasser (DE-588)1217220089 aut Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs Sofia Schöbel Kassel Kassel university press 2020 XXVII, 310 Seiten Illustrationen, Diagramme 21 cm x 14.8 cm txt rdacontent n rdamedia nc rdacarrier Research on IT, service, innovation, collaboration Band 20 Dissertation Universität Kassel 2020 Gamification (DE-588)1082245879 gnd rswk-swf Maschinelles Lernen (DE-588)4193754-5 gnd rswk-swf Gamified Learning Gamification Elements Digital Learning Gamification (DE-588)4113937-9 Hochschulschrift gnd-content Maschinelles Lernen (DE-588)4193754-5 s Gamification (DE-588)1082245879 s DE-604 kassel university press (DE-588)1066127425 pbl Erscheint auch als Online-Ausgabe 978-3-7376-0834-3 Research on IT, service, innovation, collaboration Band 20 (DE-604)BV042668701 20 DNB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032601354&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p vlb 20201030 DE-101 https://d-nb.info/provenance/plan#vlb |
spellingShingle | Schöbel, Sofia Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs Research on IT, service, innovation, collaboration Gamification (DE-588)1082245879 gnd Maschinelles Lernen (DE-588)4193754-5 gnd |
subject_GND | (DE-588)1082245879 (DE-588)4193754-5 (DE-588)4113937-9 |
title | Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs |
title_auth | Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs |
title_exact_search | Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs |
title_exact_search_txtP | Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs |
title_full | Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs Sofia Schöbel |
title_fullStr | Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs Sofia Schöbel |
title_full_unstemmed | Exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs Sofia Schöbel |
title_short | Exploring gamification in digital learning environments |
title_sort | exploring gamification in digital learning environments conceptual and empirical foundations for gamification designs |
title_sub | conceptual and empirical foundations for gamification designs |
topic | Gamification (DE-588)1082245879 gnd Maschinelles Lernen (DE-588)4193754-5 gnd |
topic_facet | Gamification Maschinelles Lernen Hochschulschrift |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032601354&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
volume_link | (DE-604)BV042668701 |
work_keys_str_mv | AT schobelsofia exploringgamificationindigitallearningenvironmentsconceptualandempiricalfoundationsforgamificationdesigns AT kasseluniversitypress exploringgamificationindigitallearningenvironmentsconceptualandempiricalfoundationsforgamificationdesigns |