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Using design science research to incorporate gamification into learning activities

conference contribution
posted on 2024-10-31, 16:58 authored by Christopher Cheong, France Cheong, Justin Filippou
Gamifying learning activities can be beneficial as it can better engage students and result in improved learning. However, incorporating game elements into learning activities can be difficult because it requires an appropriate mix of science, art, and experience. Design science research can help to address this issue. In particular, its search process for determining an appropriate solution for a given problem is useful as it allows for a number of iterative cycles over which the solution is incrementally refined, and ultimately resulting in a successful implementation. Our objective in this study is to develop a non-discipline-specific instantiation that can be embedded into a learning activity to motivate students and improve the quality of their learning. We provide a detailed explanation of how we designed and developed a gamified multiple choice quiz software tool over multiple iterations. The tool was trialled in three undergraduate IT-related courses and evaluated using a questionnaire survey. Results showed that the tool was well received as 76 per cent of students believed it was effective for learning and would for it to be used in their other courses.

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  1. 1.

Start page

1

End page

14

Total pages

14

Outlet

PACIS 2013 Proceedings

Editors

Jae-Nam Lee, Ji-Ye Mao, and James Thong

Name of conference

PACIS 2013

Publisher

AIS Electronic Library

Place published

USA

Start date

2013-06-18

End date

2013-06-22

Language

English

Copyright

© PACIS 2013

Former Identifier

2006041400

Esploro creation date

2020-06-22

Fedora creation date

2013-07-11

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