Understanding gamification experiences with the benefits dependency network lens
While many gamification studies have shown measurable positive benefits for learner emotions and outcomes, mixed results continue to be reported. In this study, we focus on understanding a less than fully successful gamification experience. We examine how gamification during training and learning ca...
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Format: | Article |
Language: | English |
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Elsevier
2023-12-01
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Series: | Computers and Education Open |
Subjects: | |
Online Access: | http://www.sciencedirect.com/science/article/pii/S2666557323000022 |
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author | William K. McHenry Erin E. Makarius |
author_facet | William K. McHenry Erin E. Makarius |
author_sort | William K. McHenry |
collection | DOAJ |
description | While many gamification studies have shown measurable positive benefits for learner emotions and outcomes, mixed results continue to be reported. In this study, we focus on understanding a less than fully successful gamification experience. We examine how gamification during training and learning can be improved by expanding our view of the implementation context. This entails seeing gamification as an ensemble of technologies and humans that uses a cyclical process involving technology selection, gamification enablement, and the resulting combinations of affordances and actions by both educators/trainers and learners. In this paper, we first describe this gamification attempt and then propose that the Benefits Dependency Network (BDN), a concept from the information systems perspective, may be used as a lens to understand gamification experiences and increase the likelihood of future success. This lens engenders deep reflection not only about how the gamification process works, but about all the enabling conditions that need to be present in order to maintain, enhance, or disrupt the status quo in a given education or training setting. We assert that analysis using the BDN may reveal why some gamification studies have been inconclusive and provide insights for both researchers and implementers to achieve stronger results from gamification in the education/training context. |
first_indexed | 2024-03-13T04:26:49Z |
format | Article |
id | doaj.art-5624d608e7e54942af4925e1e5bc16fc |
institution | Directory Open Access Journal |
issn | 2666-5573 |
language | English |
last_indexed | 2024-03-13T04:26:49Z |
publishDate | 2023-12-01 |
publisher | Elsevier |
record_format | Article |
series | Computers and Education Open |
spelling | doaj.art-5624d608e7e54942af4925e1e5bc16fc2023-06-20T04:20:54ZengElsevierComputers and Education Open2666-55732023-12-014100123Understanding gamification experiences with the benefits dependency network lensWilliam K. McHenry0Erin E. Makarius1Corresponding author.; Department of Management, College of Business, The University of Akron, 259 South Broadway, Akron, OH 44325, USADepartment of Management, College of Business, The University of Akron, 259 South Broadway, Akron, OH 44325, USAWhile many gamification studies have shown measurable positive benefits for learner emotions and outcomes, mixed results continue to be reported. In this study, we focus on understanding a less than fully successful gamification experience. We examine how gamification during training and learning can be improved by expanding our view of the implementation context. This entails seeing gamification as an ensemble of technologies and humans that uses a cyclical process involving technology selection, gamification enablement, and the resulting combinations of affordances and actions by both educators/trainers and learners. In this paper, we first describe this gamification attempt and then propose that the Benefits Dependency Network (BDN), a concept from the information systems perspective, may be used as a lens to understand gamification experiences and increase the likelihood of future success. This lens engenders deep reflection not only about how the gamification process works, but about all the enabling conditions that need to be present in order to maintain, enhance, or disrupt the status quo in a given education or training setting. We assert that analysis using the BDN may reveal why some gamification studies have been inconclusive and provide insights for both researchers and implementers to achieve stronger results from gamification in the education/training context.http://www.sciencedirect.com/science/article/pii/S2666557323000022GamesGamificationBenefits dependency networkManagement learningTraining & development |
spellingShingle | William K. McHenry Erin E. Makarius Understanding gamification experiences with the benefits dependency network lens Computers and Education Open Games Gamification Benefits dependency network Management learning Training & development |
title | Understanding gamification experiences with the benefits dependency network lens |
title_full | Understanding gamification experiences with the benefits dependency network lens |
title_fullStr | Understanding gamification experiences with the benefits dependency network lens |
title_full_unstemmed | Understanding gamification experiences with the benefits dependency network lens |
title_short | Understanding gamification experiences with the benefits dependency network lens |
title_sort | understanding gamification experiences with the benefits dependency network lens |
topic | Games Gamification Benefits dependency network Management learning Training & development |
url | http://www.sciencedirect.com/science/article/pii/S2666557323000022 |
work_keys_str_mv | AT williamkmchenry understandinggamificationexperienceswiththebenefitsdependencynetworklens AT erinemakarius understandinggamificationexperienceswiththebenefitsdependencynetworklens |