TY - GEN
T1 - Examining information quality and perceived learning performance in a gamified environment
AU - Ofosu-Ampong, Kingsley
AU - Boateng, Richard
AU - Kolog, Emmanuel A.
AU - Anning-Dorson, Thomas
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/6
Y1 - 2020/6
N2 - Despite the significant research on motivation, engagement, and satisfaction in gamification, the quality of the information provided by instructors and designers to students on the gamified application has not received commensurate attention. One potential reason is that quality is an abstract notion that cannot be expressed by simple definition. This paper focus on the critical aspect of the gamified learning environment: using gamified information to enhance students learning behaviour by providing information systems such as Kahoot Mobile Learning application. Our study, based on the contextual and representational information quality, examined 139 users of a gamified information system and found the differential need for information quality when designing content for students. Additionally, the study revealed the four characteristics (website, user, social and task) of information quality as critical dimensions in determining learner's satisfaction in the gamified application, which in turn influences perceived learning. Our findings provide educators and instructors with important guidelines which when considered on a contextual basis would motivate learners to obtain further information from gamified systems that may lead to perceived learning performance.
AB - Despite the significant research on motivation, engagement, and satisfaction in gamification, the quality of the information provided by instructors and designers to students on the gamified application has not received commensurate attention. One potential reason is that quality is an abstract notion that cannot be expressed by simple definition. This paper focus on the critical aspect of the gamified learning environment: using gamified information to enhance students learning behaviour by providing information systems such as Kahoot Mobile Learning application. Our study, based on the contextual and representational information quality, examined 139 users of a gamified information system and found the differential need for information quality when designing content for students. Additionally, the study revealed the four characteristics (website, user, social and task) of information quality as critical dimensions in determining learner's satisfaction in the gamified application, which in turn influences perceived learning. Our findings provide educators and instructors with important guidelines which when considered on a contextual basis would motivate learners to obtain further information from gamified systems that may lead to perceived learning performance.
KW - Gamified system
KW - Information quality
KW - Learning satisfaction
KW - Perceived learning performance
UR - http://www.scopus.com/inward/record.url?scp=85089535808&partnerID=8YFLogxK
U2 - 10.1109/CBI49978.2020.10052
DO - 10.1109/CBI49978.2020.10052
M3 - Conference contribution
AN - SCOPUS:85089535808
T3 - Proceedings - 2020 IEEE 22nd Conference on Business Informatics, CBI 2020
SP - 1
EP - 9
BT - Proceedings - 2020 IEEE 22nd Conference on Business Informatics, CBI 2020
A2 - Guedria, Wided
A2 - Proper, Henderik A.
A2 - Verelst, Jan
A2 - Hacks, Simon
A2 - Timm, Felix
A2 - Sandkuhl, Kurt
A2 - Fellmann, Michael
A2 - da Silva Serapiao Leal, Gabriel
A2 - Payan, Mathias
A2 - Komarov, Mikhail
A2 - Maltseva, Svetlana
A2 - Uskenbayeva, Raissa
A2 - Nazarov, Dmitry
A2 - Ge, Mouzhi
A2 - Helfert, Markus
A2 - Ehrlinger, Lisa
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 22nd IEEE Conference on Business Informatics, CBI 2020
Y2 - 22 June 2020 through 24 June 2020
ER -