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The programming committee for the 78th Annual SAM International Business Conference is pleased to announce the acceptance of the presentation Toward a Gamification Framework for Higher Education: Case of Gamifying an Introductory IT Course by Prashant Shah, Tina Nosrati, Bibhu Bhatta, and Fariba Nosrati from Ramapo College of New Jersey.
Presentation Abstract: With the development and adoption of technology by educators, they now have access to a wide range of resources for increasing student motivation and engagement. Gamification has been an effective approach and research shows its positive impact on student learning outcomes. Gamification is defined as the use of game design elements in non-game contexts. However, simply incorporating game mechanics like a points system does not make the system game-like. There is a need to design a gamification framework that is based on psychological theories, knowledge of gaming experiences, individualized experiences, and ethical considerations. A design framework, thus, can help explain the relationships between gamification and its impacts, identify potential issues in the system, and direct the gamification process. The availability of research on gamification framework designs in education, especially IT, is very low resulting in principles being applied ad hoc and making processes difficult to implement by researchers and educators. This paper provides a gamification design framework for introductory IT courses for business students that can be incorporated through different methods.
Join us online to see this great paper and many more March 13 – March 18, 2023. For registration information visit www.samnational.org/conference.