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How Gamification Increases Learning Performance? Investigating the Role of Task Modularity

Ayoung Suh*, Mengjun Li

*Corresponding author for this work

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

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 languageEnglish
Title of host publicationAugmented Cognition. Human Cognition and Behavior
Subtitle of host publication14th International Conference, AC 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings
EditorsDylan D. Schmorrow, Cali M. Fidopiastis
PublisherSpringer 
Pages129-146
VolumePart II
ISBN (Electronic)978-3-030-50439-7
ISBN (Print)978-3-030-50438-0
DOIs
Publication statusPublished - Jul 2020
Event14th 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 202024 Jul 2020

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence)
Volume12197
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference14th International Conference on Augmented Cognition (AC 2020), held as part of the 22nd International Conference on Human-Computer Interaction (HCII 2020)
PlaceDenmark
CityCopenhagen
Period19/07/2024/07/20

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Research Keywords

  • Gamification
  • Gamification affordance
  • Learning performance
  • Task modularity

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