Abstract
Many university students struggle with motivational problems, and gamification has the potential to address these problems. However, gamification is hardly used in education, because current approaches to gamification require instructors to engage in the time-consuming preparation of their course contents for use in quizzes, mini-games and the like. Drawing on research on limited attention and present bias, we propose a “lean” approach to gamification, which relies on gamifying learning activities (rather than learning contents) and increasing their salience. In this paper, we present the app StudyNow that implements such a lean gamification approach. With this app, we aim to enable more students and instructors to benefit from the advantages of gamification.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Akerlof, G.A.: Procrastination and obedience. Am. Econ. Rev. 81(2), 1–19 (1991)
Deterding, S., Dixon, D., Khaled, R., and Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15 (2011)
Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. J. Educ. Technol. Soc. 18(3), 75–88 (2015)
El-Masri, M., Tarhini, A.: A design science approach to gamify education: from games to platforms. In: Proceedings of the European Conference on Information Systems (2015)
Hevner, A., March, S., Park, J.: Design science in information systems research. MIS Q. 28(1), 75–105 (2004)
Kahneman, D.: Attention and Effort. Prentice-Hall, Englewood Cliffs (1973)
Sánchez-Mena, A., Martí-Parreño, J.: Gamification in higher education: teachers’ drivers and barriers. In: Proceedings of the International Conference the Future of Education, pp. 180–184 (2016)
Seaborn, K., Fels, D.: Gamification in theory and action: a survey. Int. J. Hum. Comput. Stud. 74, 14–31 (2015)
Steel, P., Klingsieck, K.B.: Academic procrastination: psychological antecedents revisited. Aust. Psychol. 51(1), 36–46 (2016)
Sweeney, L.: k-anonymity: a model for protecting privacy. Int. J. Uncertain. Fuzziness Knowl.-Based Syst. 10(5), 557–570 (2002)
Symon, G.: Qualitative research diaries. In: Symon, G., Cassell, C. (eds.) Qualitative Methods and Analysis in Organizational Research: A Practical Guide, pp. 94–117. Sage, London, UK (1998)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Feldotto, M., John, T., Kundisch, D., Hemsen, P., Klingsieck, K., Skopalik, A. (2017). Making Gamification Easy for the Professor: Decoupling Game and Content with the StudyNow Mobile App. In: Maedche, A., vom Brocke, J., Hevner, A. (eds) Designing the Digital Transformation. DESRIST 2017. Lecture Notes in Computer Science(), vol 10243. Springer, Cham. https://doi.org/10.1007/978-3-319-59144-5_32
Download citation
DOI: https://doi.org/10.1007/978-3-319-59144-5_32
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-59143-8
Online ISBN: 978-3-319-59144-5
eBook Packages: Computer ScienceComputer Science (R0)