Abstract

Gamification gives opportunities for instructors and majors to attract more students. However, there are limited studies and understanding about gamification in education and its suitable implementation. So, this work guide a simple process to implement gamification in classroom environments and evaluate the results of implementation using self-reported from students who are assigned to be game conductors and game participants. The results from an experimental study show the increase of students’ perceived usefulness (understanding, problem solving skills, creativity, and topic interests) and their engagement intention (game engagement intention, class attendance intention, and class participation intention) after conducting or joining in-class games. Guidance to easily implement gameful experiences for students could be applied from an example in this study.

Recommended Citation

Thongmak, M. (2018). The Use of Gamification in an Introductory MIS Course: the Views of Game Participants and Game Conductors. In B. Andersson, B. Johansson, S. Carlsson, C. Barry, M. Lang, H. Linger, & C. Schneider (Eds.), Designing Digitalization (ISD2018 Proceedings). Lund, Sweden: Lund University. ISBN: 978-91-7753-876-9. http://aisel.aisnet.org/isd2014/proceedings2018/Education/8.

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The Use of Gamification in an Introductory MIS Course: the Views of Game Participants and Game Conductors

Gamification gives opportunities for instructors and majors to attract more students. However, there are limited studies and understanding about gamification in education and its suitable implementation. So, this work guide a simple process to implement gamification in classroom environments and evaluate the results of implementation using self-reported from students who are assigned to be game conductors and game participants. The results from an experimental study show the increase of students’ perceived usefulness (understanding, problem solving skills, creativity, and topic interests) and their engagement intention (game engagement intention, class attendance intention, and class participation intention) after conducting or joining in-class games. Guidance to easily implement gameful experiences for students could be applied from an example in this study.