IS

Shen, Wei-Cheng Milton

Topic Weight Topic Terms
0.249 training learning outcomes effectiveness cognitive technology-mediated end-user methods environments longitudinal skills performance using effective method
0.160 market competition competitive network markets firms products competing competitor differentiation advantage competitors presence dominant structure
0.123 results study research experiment experiments influence implications conducted laboratory field different indicate impact effectiveness future

Focal Researcher     Coauthors of Focal Researcher (1st degree)     Coauthors of Coauthors (2nd degree)

Note: click on a node to go to a researcher's profile page. Drag a node to reallocate. Number on the edge is the number of co-authorships.

Liu, De 1 Santhanam, Radhika 1
competition 1 flow 1 gamification 1 laboratory experiment 1
social cognitive theory 1 technology-mediated learning 1

Articles (1)

Research Note‹Gamification of Technology-Mediated Training: Not All Competitions Are the Same (Information Systems Research, 2016)
Authors: Abstract:
    Gamification, an application of game design elements to non-gaming contexts, is proposed as a way to add engagement in technology-mediated training programs. Yet there is hardly any information on how to adapt game design elements to improve learning outcomes and promote learner engagement. To address this issue, we focus on a popular game design element, competition, and specifically examine the effects of different competitive structures, i.e., whether a person faces a higher-skilled, lower-skilled or equally-skilled competitor, on learning and engagement. We study a gamified training design for databases, where trainees play a trivia-based mini-game with a competitor after each e-training module. Trainees who faced a lower-skilled competitor reported higher self-efficacy beliefs and better learning outcomes, supporting the effect of peer appraisal, a less examined aspect of social cognitive theory. Yet trainees who faced equally-skilled competitors reported higher levels of engagement, supporting the balance principle of flow theory. Our study findings indicate that no one competitive structure can simultaneously address learning and engagement outcomes. The choice of competitive structures depends on the priority of the outcomes in training. Our findings provide one explanation for the mixed findings on the effect of competitive gamification designs in technology mediated training.