Assessing the Efficacy of Incorporating Game Dynamics in a Learning Management System.

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Title: Assessing the Efficacy of Incorporating Game Dynamics in a Learning Management System.
Authors: Frost, Raymond D.1 FrostR@ohio.edu, Matta, Vic1, MacIvor, Erin1
Source: Journal of Information Systems Education. Winter2015, Vol. 26 Issue 1, p59-70. 12p. 1 Color Photograph, 1 Black and White Photograph, 6 Charts, 1 Graph.
Subject Terms: *Learning management system, *Education software, *Computer managed instruction, *Student assignments, Avatars (Virtual reality)
Abstract: The goal of the study was to see if gamification of a Learning Management System (LMS) would increase a number of desirable outcomes: student interest, motivation, satisfaction, student learning and perception of pedagogical affect. These constructs were measured in a survey, except for learning, which was measured by grades. Gamification of the LMS included the addition of all of the following: (1) An illustrated hero's adventure storyline with monsters to overcome by completing quests (assignments and assessments), (2) Olympic colored badges to represent individual grades as well as overall progress, (3) Points earned on a game-like scale--e.g., 100,000 points for the course, (4) A leaderboard with anonymous names and avatars, (5) Lives which allowed students to turn in a fixed number of late assignments without penalty. While open-ended responses suggested that students appreciated some gamification aspects, the quantitative data suggested that gamification has virtually no effect on the constructs measured. Only relatedness (a sub-construct of motivation) and student interest were found to be significant, although with small effect sizes. This study contributes to existing literature by exploring the impact of gamification of an LMS for a required introductory course in information systems. [ABSTRACT FROM AUTHOR]
Copyright of Journal of Information Systems Education is the property of Information Systems & Computing Academic Professionals (ISCAP) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Assessing the Efficacy of Incorporating Game Dynamics in a Learning Management System.
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  Data: <searchLink fieldCode="AR" term="%22Frost%2C+Raymond+D%2E%22">Frost, Raymond D.</searchLink><relatesTo>1</relatesTo><i> FrostR@ohio.edu</i><br /><searchLink fieldCode="AR" term="%22Matta%2C+Vic%22">Matta, Vic</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22MacIvor%2C+Erin%22">MacIvor, Erin</searchLink><relatesTo>1</relatesTo>
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  Data: <searchLink fieldCode="JN" term="%22Journal+of+Information+Systems+Education%22">Journal of Information Systems Education</searchLink>. Winter2015, Vol. 26 Issue 1, p59-70. 12p. 1 Color Photograph, 1 Black and White Photograph, 6 Charts, 1 Graph.
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  Data: *<searchLink fieldCode="DE" term="%22Learning+management+system%22">Learning management system</searchLink><br />*<searchLink fieldCode="DE" term="%22Education+software%22">Education software</searchLink><br />*<searchLink fieldCode="DE" term="%22Computer+managed+instruction%22">Computer managed instruction</searchLink><br />*<searchLink fieldCode="DE" term="%22Student+assignments%22">Student assignments</searchLink><br /><searchLink fieldCode="DE" term="%22Avatars+%28Virtual+reality%29%22">Avatars (Virtual reality)</searchLink>
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  Label: Abstract
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  Data: The goal of the study was to see if gamification of a Learning Management System (LMS) would increase a number of desirable outcomes: student interest, motivation, satisfaction, student learning and perception of pedagogical affect. These constructs were measured in a survey, except for learning, which was measured by grades. Gamification of the LMS included the addition of all of the following: (1) An illustrated hero's adventure storyline with monsters to overcome by completing quests (assignments and assessments), (2) Olympic colored badges to represent individual grades as well as overall progress, (3) Points earned on a game-like scale--e.g., 100,000 points for the course, (4) A leaderboard with anonymous names and avatars, (5) Lives which allowed students to turn in a fixed number of late assignments without penalty. While open-ended responses suggested that students appreciated some gamification aspects, the quantitative data suggested that gamification has virtually no effect on the constructs measured. Only relatedness (a sub-construct of motivation) and student interest were found to be significant, although with small effect sizes. This study contributes to existing literature by exploring the impact of gamification of an LMS for a required introductory course in information systems. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Journal of Information Systems Education is the property of Information Systems & Computing Academic Professionals (ISCAP) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Code: eng
        Text: English
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        PageCount: 12
        StartPage: 59
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      – SubjectFull: Learning management system
        Type: general
      – SubjectFull: Education software
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      – SubjectFull: Computer managed instruction
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      – SubjectFull: Student assignments
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      – SubjectFull: Avatars (Virtual reality)
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              Text: Winter2015
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              Y: 2015
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