Morschheuser B, Rivera-Pelayo V, Mazarakis A, Zacharias V (2014)
Publication Language: English
Publication Type: Journal article, Original article
Publication year: 2014
Book Volume: 15
Pages Range: 136−156
Journal Issue: 2
URI: http://www.literacyandtechnology.org/uploads/1/3/6/8/136889/vr.pdf
Open Access Link: http://www.literacyandtechnology.org/uploads/1/3/6/8/136889/vr.pdf
In this paper, we present our research on the impact of gamification – ‘the use of game design elements in non-game contexts’ – to increase the motivation of students to use PLEs (Personal Learning Environments) that enhance interaction and support reflection in lectures. To examine this, we conducted an experiment with the Live-Interest-Meter (LIM), a Quantified Self (QS) application which allows capturing, sharing and visualizing several types of feedback with the aim of improving the learning experience during and after lectures. The results show that perceived fun has a positive effect on the motivation to use the LIM and the motivation to use the application with gamification is significantly higher than for the application without it. Therefore, gamification seems to be an appropriate enabler to engage people in using QS approaches as PLEs for improving their learning experiences.
APA:
Morschheuser, B., Rivera-Pelayo, V., Mazarakis, A., & Zacharias, V. (2014). Interaction and reflection with quantified self and gamification: An experimental study. The Journal of Literacy and Technology, 15(2), 136−156.
MLA:
Morschheuser, Benedikt, et al. "Interaction and reflection with quantified self and gamification: An experimental study." The Journal of Literacy and Technology 15.2 (2014): 136−156.
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