Influences of Leaderboard Direction on Learning Performance and Satisfaction in Gamified E-Learning DOI Open Access
Bo Wen, Paul Jen‐Hwa Hu,

Yue Fang

et al.

Journal of Global Information Management, Journal Year: 2024, Volume and Issue: 32(1), P. 1 - 33

Published: Aug. 14, 2024

The fast-growing use of gamification in e-learning underscores its potential to enhance individuals' learning performance and experience. However, the mechanisms through which key element influences people's remain unclear. This study addresses this gap by investigating how distinct leaderboard directions influence individual satisfaction. We conduct a randomized experiment examine these effects explore underlying mechanisms. Our results show that upward improves satisfaction fostering effort active exploration. In contrast, downward enhances self-efficacy self-expansion. Interestingly, effect lateral leaderboards on appears not associated with development personal meaning. contributes current research practice providing important insights for effective gamified design, implementation, use.

Language: Английский

Gamification: Strategy to Pull the Intention of DKI Jakarta Residents (Choice User) to Use Public Transportation DOI Creative Commons

Dian Siskawati,

Puspita Dirgahayani

PENA TEKNIK Jurnal Ilmiah Ilmu-Ilmu Teknik, Journal Year: 2024, Volume and Issue: 9(1), P. 27 - 27

Published: March 16, 2024

The higher practice of private car use in DKI Jakarta amid the implementation TDM strategy that continues to be developed leads increased traffic congestion, which turn causes economic losses, deteriorated air quality, and an increase acute respiratory tract infection cases. Innovation is needed pull residents suppress this behavior, especially those who have (access to) vehicles switch public transportation. This study tries analyze effect gamification on behavioral intentions (choice users) transit for their daily activities (school/college/work). Modifications Theory Planned Behavior (TPB) were carried out investigate influence through attitudes control theory was tested using questionnaire data from 200 respondents with SEM-PLS analysis. elements points, levels, rewards, games are used as indicators gamification. shows positively significantly affects control. findings confirm significant positive results research can also material consideration (TDM) policy innovation Jakarta.

Language: Английский

Citations

0

A Study on the Gamification in High Fashion Brands : Focused on MDA Framework and Persuasion Mechanisms DOI

Kyunghee Chung,

Misuk Lee

The Korean Society of Costume, Journal Year: 2024, Volume and Issue: 74(2), P. 115 - 139

Published: April 30, 2024

With gamification becoming increasingly recognized as a marketing tool that effectively attracts public attention and promotes consumer engagement interaction with brand experiences, this study analyzed the design structure persuasive mechanisms of games developed by fashion brands. This discovered aspects high-fashion include points, feedback, collectible elements, timers, levels, avatars, achievement while many games' behavioral concepts are designed familiar easy such collecting, keeping, customizing, obtaining. The dynamics mostly simple coordination activities, being preferred daredevil player types. In terms aesthetics, most utilize retro, cuteness, futuristic imagery. Furthermore, they range from evoking emotions related to sensation, submission, challenge, discovery, play those eliciting complex relating fantasy, expression, narrative, fellowship. produced brands achieve integration not only through placement elements representing products events but also interactive elements. consistency between game incorporating themes images resonate message. Additionally, possess attributes entertainment, autonomy, interactivity utilizing straightforward mechanics well personalization, sharing, conclusion, employed represents an effective form visual communication can be powerful strategy for naturally slip into

Language: Английский

Citations

0

Gamification Techniques DOI
Kiran Shashwat,

Anil Shashwat,

Punit Gautam

et al.

Advances in hospitality, tourism and the services industry (AHTSI) book series, Journal Year: 2024, Volume and Issue: unknown, P. 243 - 258

Published: June 7, 2024

Gamification is the process of incorporating game design elements, mechanics, and ideas into non-game environments to encourage participation, improve learning, create engagement. This chapter investigates gamification's potential as a regenerative tool in field cultural heritage protection interpretation. describes approaches gamification tourism its implementation for protecting culture developing nations like India, which has rich diversities art, cultures, beliefs, festivals, values, cuisines.

Language: Английский

Citations

0

Identifying and Prioritizing Gamification Success Factors in Online Marketing DOI
Maysam Shafiee,

Bita Amer,

Mohammad Zand

et al.

Published: Jan. 1, 2024

Language: Английский

Citations

0

Influences of Leaderboard Direction on Learning Performance and Satisfaction in Gamified E-Learning DOI Open Access
Bo Wen, Paul Jen‐Hwa Hu,

Yue Fang

et al.

Journal of Global Information Management, Journal Year: 2024, Volume and Issue: 32(1), P. 1 - 33

Published: Aug. 14, 2024

The fast-growing use of gamification in e-learning underscores its potential to enhance individuals' learning performance and experience. However, the mechanisms through which key element influences people's remain unclear. This study addresses this gap by investigating how distinct leaderboard directions influence individual satisfaction. We conduct a randomized experiment examine these effects explore underlying mechanisms. Our results show that upward improves satisfaction fostering effort active exploration. In contrast, downward enhances self-efficacy self-expansion. Interestingly, effect lateral leaderboards on appears not associated with development personal meaning. contributes current research practice providing important insights for effective gamified design, implementation, use.

Language: Английский

Citations

0