Gamifying quantified self approaches for learning: An experiment with the Live-Interest-Meter

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

Event location: Berlin DE

URI: http://pleconf.org/2013/files/2014/10/v5.0_PLE_Conference2013_ResearchReport_BeuthUniversity_MonashUniversity.pdf

Open Access Link: http://pleconf.org/2013/files/2014/10/v5.0_PLE_Conference2013_ResearchReport_BeuthUniversity_MonashUniversity.pdf

Abstract

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.

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How to cite

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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