Fuzzy Multicriteria Models for Decision Making in Gamification
Gamification is an innovative teaching technique that may prove hugely beneficial when properly used. For this reason, since 2002, the number of situations in which gamification is used has increased exponentially. This large number of options makes it difficult to choose the best application, espec...
Main Author: | |
---|---|
Format: | Article |
Language: | English |
Published: |
MDPI AG
2020-05-01
|
Series: | Mathematics |
Subjects: | |
Online Access: | https://www.mdpi.com/2227-7390/8/5/682 |
_version_ | 1797569160745582592 |
---|---|
author | María Carmen Carnero |
author_facet | María Carmen Carnero |
author_sort | María Carmen Carnero |
collection | DOAJ |
description | Gamification is an innovative teaching technique that may prove hugely beneficial when properly used. For this reason, since 2002, the number of situations in which gamification is used has increased exponentially. This large number of options makes it difficult to choose the best application, especially in circumstances where there is the usual uncertainty that real-life decision making involves. To address this problem, this study creates two models, one using a fuzzy analytic hierarchy process (AHP), and the other, which combines fuzzy AHP with the measuring attractiveness by a categorical-based evaluation technique (MACBETH) approach, to choose the best gamification application for the ‘Operations Management’ course, within the Masters in Industrial Engineering. This is the first contribution in the literature combining fuzzy AHP and MACBETH. The decision centre used was the lecturer who teaches the course. There is no precedent in the literature using fuzzy logic to choose the best gamification application for a course. The results of the study show that Socrative is the best gamification application for this course within the Masters, and, as the models begin to be used in degree courses, the better choice would be Quizizz, the more clearly the earlier the course is taught within the degree programme. |
first_indexed | 2024-03-10T20:06:59Z |
format | Article |
id | doaj.art-f04704670eaf4d1fbcd4b516e426e892 |
institution | Directory Open Access Journal |
issn | 2227-7390 |
language | English |
last_indexed | 2024-03-10T20:06:59Z |
publishDate | 2020-05-01 |
publisher | MDPI AG |
record_format | Article |
series | Mathematics |
spelling | doaj.art-f04704670eaf4d1fbcd4b516e426e8922023-11-19T23:12:20ZengMDPI AGMathematics2227-73902020-05-018568210.3390/math8050682Fuzzy Multicriteria Models for Decision Making in GamificationMaría Carmen Carnero0Department of Business Management, Technical School of Industrial Engineering, University of Castilla-la Mancha, 13005 Ciudad Real, SpainGamification is an innovative teaching technique that may prove hugely beneficial when properly used. For this reason, since 2002, the number of situations in which gamification is used has increased exponentially. This large number of options makes it difficult to choose the best application, especially in circumstances where there is the usual uncertainty that real-life decision making involves. To address this problem, this study creates two models, one using a fuzzy analytic hierarchy process (AHP), and the other, which combines fuzzy AHP with the measuring attractiveness by a categorical-based evaluation technique (MACBETH) approach, to choose the best gamification application for the ‘Operations Management’ course, within the Masters in Industrial Engineering. This is the first contribution in the literature combining fuzzy AHP and MACBETH. The decision centre used was the lecturer who teaches the course. There is no precedent in the literature using fuzzy logic to choose the best gamification application for a course. The results of the study show that Socrative is the best gamification application for this course within the Masters, and, as the models begin to be used in degree courses, the better choice would be Quizizz, the more clearly the earlier the course is taught within the degree programme.https://www.mdpi.com/2227-7390/8/5/682gamificationfuzzy AHPMACBETHteaching |
spellingShingle | María Carmen Carnero Fuzzy Multicriteria Models for Decision Making in Gamification Mathematics gamification fuzzy AHP MACBETH teaching |
title | Fuzzy Multicriteria Models for Decision Making in Gamification |
title_full | Fuzzy Multicriteria Models for Decision Making in Gamification |
title_fullStr | Fuzzy Multicriteria Models for Decision Making in Gamification |
title_full_unstemmed | Fuzzy Multicriteria Models for Decision Making in Gamification |
title_short | Fuzzy Multicriteria Models for Decision Making in Gamification |
title_sort | fuzzy multicriteria models for decision making in gamification |
topic | gamification fuzzy AHP MACBETH teaching |
url | https://www.mdpi.com/2227-7390/8/5/682 |
work_keys_str_mv | AT mariacarmencarnero fuzzymulticriteriamodelsfordecisionmakingingamification |