Abstract
Generation Z is technologically aware, achievement focused, and keen on obtaining quick feedback and instant results from learning processes. Members of Generation Z absorb knowledge and information gathered from digital media and actively share their experiences and achievements with others through social media networks. This study explores how learning systems could be designed to enhance student performance considering the characteristics of Generation Z. It contributes to the gamification literature by (1) providing a nuanced understanding of the interplay among gamification affordances, task modularity, and learning performance, (2) developing a framework for a successful gamified learning system, and (3) generating design ideas for gamified learning applications that improve students’ learning performance.
| Original language | English |
|---|---|
| Title of host publication | Augmented Cognition. Human Cognition and Behavior |
| Subtitle of host publication | 14th International Conference, AC 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings |
| Editors | Dylan D. Schmorrow, Cali M. Fidopiastis |
| Publisher | Springer |
| Pages | 129-146 |
| Volume | Part II |
| ISBN (Electronic) | 978-3-030-50439-7 |
| ISBN (Print) | 978-3-030-50438-0 |
| DOIs | |
| Publication status | Published - Jul 2020 |
| Event | 14th International Conference on Augmented Cognition (AC 2020), held as part of the 22nd International Conference on Human-Computer Interaction (HCII 2020) - Virtual, Copenhagen, Denmark Duration: 19 Jul 2020 → 24 Jul 2020 |
Publication series
| Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence) |
|---|---|
| Volume | 12197 |
| ISSN (Print) | 0302-9743 |
| ISSN (Electronic) | 1611-3349 |
Conference
| Conference | 14th International Conference on Augmented Cognition (AC 2020), held as part of the 22nd International Conference on Human-Computer Interaction (HCII 2020) |
|---|---|
| Place | Denmark |
| City | Copenhagen |
| Period | 19/07/20 → 24/07/20 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 4 Quality Education
Research Keywords
- Gamification
- Gamification affordance
- Learning performance
- Task modularity
Fingerprint
Dive into the research topics of 'How Gamification Increases Learning Performance? Investigating the Role of Task Modularity'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver