Gamifying Online Training in Management Education to Support Emotional Engagement and Problem-solving Skills

被引:16
作者
Schoebel, Sofia Marlena [1 ]
Janson, Andreas [2 ]
Leimeister, Jan Marco [2 ,3 ]
机构
[1] Univ Osnabruck, Osnabruck, Germany
[2] Univ St Gallen, St Gallen, Switzerland
[3] Univ Kassel, Kassel, Germany
基金
瑞士国家科学基金会;
关键词
gamification; learning; emotional engagement; problem-solving skills; satisfaction; management training; goal orientation; STUDENT ENGAGEMENT; SELF-DETERMINATION; LEARNING OUTCOMES; GAMIFICATION; SATISFACTION; MOTIVATION; KNOWLEDGE; DESIGN; CLASSROOM; CHOICE;
D O I
10.1177/10525629221123287
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Online training to improve problem-solving skills has become increasingly important in management learning. In online environments, learners take a more active role which can lead to stressful situations and decreased motivation. Gamification can be applied to support learner motivation and emotionally boost engagement by using game-like elements in a non-game context. However, using gamification does not necessarily result in supporting positive learning outcomes. Our analysis sheds light on these aspects and evaluates the effects of points and badges on engagement and problem-solving outcomes. We used an experimental approach with a fully randomized pre-test/post-test design of a gamified online management training program with 68 participants. The results demonstrate that points and badges do not directly improve problem-solving skills but are mediated by emotional engagement to positively influence problem-solving skills. Additionally, satisfaction with the gamification learning process positively relates to emotional engagement. Thus, when creating online training programs, it is essential to consider how to engage students and to think about the design of the learning environment. By identifying the limitations of gamification elements, the study's results can provide educators with information about the design implications of online training programs for management learning.
引用
收藏
页码:166 / 203
页数:38
相关论文
共 112 条
  • [1] Anderson L.W., 2016, A taxonomy for learning, teaching and assessing: A revision of Bloom's taxonomy of educational objectives
  • [2] [Anonymous], 1956, Taxonomy of educational objectives: The cognitive domain
  • [3] [Anonymous], 2015, WILL 80 GAMIFICATION
  • [4] Gamification: A key determinant of massive open online course (MOOC) success
    Aparicio, Manuela
    Oliveira, Tiago
    Bacao, Fernando
    Painho, Marco
    [J]. INFORMATION & MANAGEMENT, 2019, 56 (01) : 39 - 54
  • [5] Arbaugh J.B., 2000, BUSINESS COMMUNICATI, V63, P9, DOI DOI 10.1177/108056990006300402
  • [6] Is there an optimal design for on-line MBA courses?
    Arbaugh, JB
    [J]. ACADEMY OF MANAGEMENT LEARNING & EDUCATION, 2005, 4 (02) : 135 - 149
  • [7] Bagozzi R.P., 1988, Journal of the Academy of Marketing Science, V16, P74, DOI [10.1007/BF02723327, DOI 10.1007/BF02723327, 10.1177/009207038801600107]
  • [8] Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts
    Bai, Shurui
    Hew, Khe Foon
    Huang, Biyun
    [J]. EDUCATIONAL RESEARCH REVIEW, 2020, 30
  • [9] Bigelow J.D., 2004, Journal of Management Education, V28, P591
  • [10] Gamification Design of IT-Based Enhancing Services for Motivational Support and Behavioral Change
    Blohm, Ivo
    Leimeister, Jan Marco
    [J]. BUSINESS & INFORMATION SYSTEMS ENGINEERING, 2013, 5 (04): : 275 - 278