TY - JOUR
T1 - Gamification of technology-mediated training
T2 - Not all competitions are the same
AU - Santhanam, Radhika
AU - Liu, De
AU - Shen, Wei Cheng Milton
N1 - Publisher Copyright:
© 2016 INFORMS.
PY - 2016/6/1
Y1 - 2016/6/1
N2 - 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.
AB - 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.
KW - Competition
KW - Flow
KW - Gamification
KW - Laboratory experiment
KW - Social cognitive theory
KW - Technology-mediated learning
UR - https://www.scopus.com/pages/publications/84976878551
UR - https://www.scopus.com/inward/citedby.url?scp=84976878551&partnerID=8YFLogxK
U2 - 10.1287/isre.2016.0630
DO - 10.1287/isre.2016.0630
M3 - Article
AN - SCOPUS:84976878551
SN - 1047-7047
VL - 27
SP - 453
EP - 465
JO - Information Systems Research
JF - Information Systems Research
IS - 2
ER -