Morschheuser B, Rivera-Pelayo V, Mazarakis A, Zacharias V (2013)
Publication Language: English
Publication Type: Conference contribution, Original article
Publication year: 2013
Publisher: Beuth University for Applied Sciences
Pages Range: 66−78
Conference Proceedings Title: Proceedings of the 4th International Conference on Personal Learning Environments
Open Access Link: http://pleconf.org/2013/files/2014/10/v5.0_PLE_Conference2013_ResearchReport_BeuthUniversity_MonashUniversity.pdf
We investigate the impact of gamification to increase students’ motivation to use PLEs. An experiment was conducted with the Live-Interest-Meter (LIM), a Quantified Self (QS) application to improve learning during and after lectures. Results show that perceived fun has a positive effect on usage motivation and the motivation to use the LIM is with gamification significantly higher than without. Hence, gamification seems to be an appropriate enabler to engage people in using QS approaches as PLEs.
APA:
Morschheuser, B., Rivera-Pelayo, V., Mazarakis, A., & Zacharias, V. (2013). Gamifying quantified self approaches for learning: An experiment with the Live-Interest-Meter. In Ilona Buchem, Graham Attwell, Gemma Tur (Eds.), Proceedings of the 4th International Conference on Personal Learning Environments (pp. 66−78). Berlin, DE: Beuth University for Applied Sciences.
MLA:
Morschheuser, Benedikt, et al. "Gamifying quantified self approaches for learning: An experiment with the Live-Interest-Meter." Proceedings of the The PLE Conference 2013: Learning and Diversity in the Cities of the Future, Berlin Ed. Ilona Buchem, Graham Attwell, Gemma Tur, Beuth University for Applied Sciences, 2013. 66−78.
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