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Volumn , Issue , 2013, Pages

Using design science research to incorporate gamification into learning activities

Author keywords

Artifact; Design science research; Education; Engagement; Gamification; Information system; Instantiation; Learning

Indexed keywords

DESIGN; INFORMATION SYSTEMS; STUDENTS; SURVEYS;

EID: 84928485087     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (21)

References (15)
  • 1
    • 84928478737 scopus 로고    scopus 로고
    • Retrieved 10 August, 2012
    • Bogost, Ian. (2011). Persuasive Games: Exploitationware. Retrieved 10 August, 2012, from http://www.gamasutra.com/view/feature/6366/persuasive-games-exploitationware.php/
    • (2011) Persuasive Games: Exploitationware
    • Ian, B.1
  • 3
    • 0001118263 scopus 로고
    • A motivational approach to self: Integration in personality
    • Paper presented at the
    • Deci, Edward L., & Ryan, Richard M. (1991). A motivational approach to self: Integration in personality. Paper presented at the Nebraska symposium on motivation.
    • (1991) Nebraska Symposium on Motivation
    • Deci Edward, L.1    Ryan Richard, M.2
  • 4
    • 84880541353 scopus 로고    scopus 로고
    • From game design elements to gamefulness: Defining gamification
    • Paper presented at the Tampere, Finland
    • Deterding, Sebastian, Dixon, Dan, Khaled, Rilla, & Nacke, Lennart. (2011). From Game Design Elements to Gamefulness: Defining Gamification. Paper presented at the 15th MindTrek Conference, Tampere, Finland.
    • (2011) 15th MindTrek Conference
    • Sebastian, D.1    Dan, D.2    Rilla, K.3    Lennart, N.4
  • 5
    • 0242652022 scopus 로고    scopus 로고
    • Design science in information systems research
    • Hevner, A.R., March, S.T., Park, J., & Ram, S. (2004). Design science in information systems research. MIS quarterly, 28(1), 75-105.
    • (2004) MIS Quarterly , vol.28 , Issue.1 , pp. 75-105
    • Hevner, A.R.1    March, S.T.2    Park, J.3    Ram, S.4
  • 8
    • 84881035940 scopus 로고    scopus 로고
    • A user-centered theoretical framework for meaningful gamification
    • Paper presented at the Madison, WI, USA
    • Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Paper presented at the Games+Learning+Society 8.0, Madison, WI, USA.
    • (2012) Games+Learning+Society 8.0
    • Nicholson, S.1
  • 10
    • 0035611374 scopus 로고    scopus 로고
    • Research commentary: Desperately seeking the it" in it research-A call to theorizing the it artifact
    • Orlikowski, W.J., & Iacono, C.S. (2001). Research commentary: Desperately seeking the "IT" in IT research-A call to theorizing the IT artifact. Information systems research, 12(2), 121-134.
    • (2001) Information Systems Research , vol.12 , Issue.2 , pp. 121-134
    • Orlikowski, W.J.1    Iacono, C.S.2
  • 14
    • 9744248960 scopus 로고    scopus 로고
    • Editor's comment: Still desperately seeking the it artifact
    • Weber, R. (2003). Editor's comment: still desperately seeking the IT artifact. MIS quarterly, 27(2), iiixi.
    • (2003) MIS Quarterly , vol.27 , Issue.2 , pp. iiixi
    • Weber, R.1
  • 15
    • 84928474777 scopus 로고    scopus 로고
    • Philadelphia: Wharton Digital Press
    • Werbach, Kevin, & Hunter, Dan. (2012). For the win. Philadelphia: Wharton Digital Press.
    • (2012) For the Win
    • Kevin, W.1    Dan, H.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.