Now showing 1 - 3 of 3
  • Publication
    Gamification of Online Training and its Relation to Engagement and Problem-solving Outcomes
    ( 2019-08-09)
    Schöbel, Sofia
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    Hopp, Jennifer Christin
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    Online training to teach students problem-solving skills is becoming increasingly important. However, due to the complexity of such training, it is challenging to keep learners motivated and engaged in the learning process. One concept that can be used to motivate and engage learners is gamification. Gamification is about using game elements in non-game contexts. Research is lack-ing on which determinants of gamification promote engagement and improve problem-solving out-comes in learning. Therefore, the goal of our study is to analyze how gamification can impact engagement, problem solving outcomes and their related constructs such as motivation in IT-based training. To achieve our goal, we conducted a randomized experiment by creating a gamified online training program to teach students how to construct and develop value proposition canvases. The results of our study indicate that engagement is a central construct for explaining the effects of gamification on problem-solving outcomes. Our results contribute to theory by explaining the meaning and role of motivation, engagement, and their influence on the problem-solving skills learned by the students. We contribute to practice by offering suggestions regarding the design of online training programs and how to make them more motivating and engaging to learners.
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  • Publication
    A Configurational View on Avatar Design – The Role of Emotional Attachment, Satisfaction, and Cognitive Load in Digital Learning
    ( 2019-12-14)
    Schöbel, Sofia
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    Mishra, Abhay Nath
    In online learning settings interactive and meaningful feedback is becoming increasingly important. However, feedback from teachers is oftentimes missing in online learning settings. To overcome challenges that arise from the missing representation of teachers, our study analyzes the relevance of avatar designs in learning settings. We therefore rely on avatars as game design elements and analyze how their design can influence emotional attachment, learning process satisfaction, and extraneous cognitive load in learning. To achieve our goal, we conduct a qualitative comparative analysis with 998 datasets that were collected in a 2x2x2 pre-post online experiment that was developed to train participants in learning functions in Excel. Our results indicate that interaction, familiarity, motivation, and aesthetic experiences are important configurations for avatars that are used in learning. We contribute to different streams of theory such as self-expansion and guide practitioners by providing implications about how to create meaningful avatar designs for learning applications.
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  • Publication
    Avatar Designs are in the Eye of the Beholder – About Identifying Preferred Avatar Designs in Digital Learning
    ( 2018)
    Schöbel, Sofia
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    Gamification focuses on using game-like elements in non-entertainment-based contexts. An example for a game element is an avatar. Although lots of research has focused on analyzing avatars in gamification, little is known about which kind of avatar design users prefer. Especially avatars in gamification that are used as tutors or mentors for learning purposes do not spark the interest of users. Thus, the goal of our paper is to analyze the kinds of avatar designs users of digital learning environments such as learning management systems would prefer. For that purpose, we use a best-worst scaling approach to analyze if the familiarity and shape of avatars determine user preferences in gamification. Our research will contribute to research and practice as it delivers implications about how to design avatars in gamified learning systems. We will enrich theory by getting a better understanding about the general meaning of user-centered avatar designs in gamification.
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