Examining information quality and perceived learning performance in a gamified environment

Kingsley Ofosu-Ampong, Richard Boateng, Emmanuel A. Kolog, Thomas Anning-Dorson

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationProceedings - 2020 IEEE 22nd Conference on Business Informatics, CBI 2020
EditorsWided Guedria, Henderik A. Proper, Jan Verelst, Simon Hacks, Felix Timm, Kurt Sandkuhl, Michael Fellmann, Gabriel da Silva Serapiao Leal, Mathias Payan, Mikhail Komarov, Svetlana Maltseva, Raissa Uskenbayeva, Dmitry Nazarov, Mouzhi Ge, Markus Helfert, Lisa Ehrlinger
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages1-9
Number of pages9
ISBN (Electronic)9781728199269
DOIs
Publication statusPublished - Jun 2020
Externally publishedYes
Event22nd IEEE Conference on Business Informatics, CBI 2020 - Antwerp
Duration: 22 Jun 202024 Jun 2020

Publication series

NameProceedings - 2020 IEEE 22nd Conference on Business Informatics, CBI 2020
Volume2

Conference

Conference22nd IEEE Conference on Business Informatics, CBI 2020
Country/TerritoryBelgium
CityAntwerp
Period22/06/2024/06/20

Keywords

  • Gamified system
  • Information quality
  • Learning satisfaction
  • Perceived learning performance

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