Gamification of innovation processes by bringing "World of Warcraft" to real the world

Publikation: Bidrag til bog/antologi/rapportKonferenceartikel i proceedingpeer review

Abstract

Game-based learning, including video games, has been a central theme in the educational system as it contains different types of facilitation systems that are designed to keep the user on a particular experience and knowledge level. Continuous propulsion consistently focused around the user's personal learning curve is helping to motivate users to a behavioral persistence, daring to make mistakes as well as social acceptance of innovative new ideas. Through a case-based research design built around selected design principles from the video game World of Warcraft, this study examines whether a gamification of innovation processes makes it possible to support behavioral and cognitive changes related to maintaining a high level of energy and motivation for a student in higher education. The study argues that the application of the principles Quest and Levels, Dungeon, Crafting, “Wipe” and Achievement in a physical learning environment result in some benefits regarding creating motivation, behavioral persistence, process understanding, and momentum.
OriginalsprogEngelsk
TitelEDULEARN 16 Proceedings
Antal sider10
ForlagIATED
Publikationsdato2016
Sider59-68
ISBN (Elektronisk)978-84-608-8860-4
StatusUdgivet - 2016
BegivenhedEDUlearn16: 8th International Conference on Education and New Learning Technologies - Barcelona, Spanien
Varighed: 4 jul. 20166 jul. 2016
Konferencens nummer: 8

Konference

KonferenceEDUlearn16
Nummer8
Land/OmrådeSpanien
ByBarcelona
Periode04/07/1606/07/16
NavnEdulearn Proceedings
ISSN2340-1117

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  • Gamification

    Jensen, C. G., Madsen, J. D. & Madsen, M. B.

    01/01/15 → …

    Projekter: ProjektForskning

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