Zusammenfassung
Gamification gehört zu einer der bekanntesten Methoden, um Nutzer/-innen von Informationssystemen zu einer regelmäßigeren Nutzung zu motivieren. Dieses wird oftmals auch für Lernmanagementsysteme (LMS) eingesetzt, um Nutzer/-innen durch die Integration von Spielelementen zu einer regelmäßigen Systemnutzung zu motivieren. Auch wenn die Methode oft Anklang findet, werden besonders Nutzer/-innen nicht bei der Gestaltung von Gamification-Ansätzen berücksichtigt. Häufig werden Spielelemente in Informationssysteme integriert, ohne zu berücksichtigen, ob die identifizierten und kombinierten Spielelemente zu der anvisierten Zielgruppe und dem Kontext passen. In diesem Kapitel wird eine Möglichkeit vorgestellt, mit der Nutzerpräferenzen bei Spielelementen erfasst werden können. Dazu wird das sogenannte „Best-Worst-Scaling“ in Verbindung mit einer Kombinationsanalyse genutzt, um Erkenntnisse über Nutzerpräferenzen von Lernenden in Bezug auf Spielelemente zu erhalten.
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Schöbel, S., Söllner, M. (2019). Bedeutung von Präferenzen für Spielelemente – Analyse und Empfehlungen für die Anpassung von Spielelementen durch Nutzerpräferenzen. In: Leimeister, J., David, K. (eds) Chancen und Herausforderungen des digitalen Lernens. Kompetenzmanagement in Organisationen. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-59390-5_7
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