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Competition as an element of gamification for learning

Abstract

This paper examines the effect of gamification techniques in engaging students in a teaching context, in particular the influence of competition. We conducted a longitudinal survey study (informed by a focus group) -- in an MBA classroom that uses ERPsim, which is a gamified simulation system for teaching the SAP ERP (Enterprise Resource Planning) software solution. Flow theory was used to understand engagement during this method of learning. We examined the effect of antecedents of Flow, such as skill and challenge, and the effect of Flow on its consequences such as satisfaction and student feelings. In line with earlier research, our results showed that losing a competition can have a detrimental effect on students' satisfaction and enjoyment; however, competition is still a key element that highly motivates students to engage in the gamification tasks.

Authors

Sepehr S; Head M

Pagination

pp. 2-9

Publisher

Association for Computing Machinery (ACM)

Publication Date

October 2, 2013

DOI

10.1145/2583008.2583009

Name of conference

Proceedings of the First International Conference on Gameful Design, Research, and Applications
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