Author List: Santhanam, Radhika; Liu, De; Shen, Wei-Cheng Milton;
Information Systems Research, 2016, Volume 27, Issue 2, Page 453-465.
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.
Keywords: gamification ; laboratory experiment ; social cognitive theory ; technology-mediated learning ; competition ; flow
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#14 0.249 training learning outcomes effectiveness cognitive technology-mediated end-user methods environments longitudinal skills performance using effective method e-learning web-based basic ability learn
#242 0.160 market competition competitive network markets firms products competing competitor differentiation advantage competitors presence dominant structure share using incumbent make important
#51 0.123 results study research experiment experiments influence implications conducted laboratory field different indicate impact effectiveness future participants evidence test controlled involving
#104 0.096 action research engagement principles model literature actions focus provides developed process emerging establish field build guidance known project elements insights
#270 0.086 design designs science principles research designers supporting forms provide designing improving address case little space criteria methods increasing synthesis designer
#166 0.073 negative positive effect findings results effects blog suggest role blogs posts examined period relationship employees research employee bloggers reveal companies