The research presented in this paper was partially funded by the German Federal Ministry of Education and Research in the context of the project KoLeArn (www.KoLeArn.de), Grant No. 01BE17008A. The authors are responsible for the content of this publication. We express our gratitude to the students of the University of Kassel who took part in this study. We would also like to thank Marian Thiel de Gafenco for his work and ideas in the early phases of this research project. Furthermore, this research builds on a paper that has been presented at the Academy of Management Annual Meeting 2017 in Atlanta (Janson & Söllner, 2017). We thank the reviewers and attendees as well as the mentors of the Management Education and Learning Writers Workshop for their valuable feedback that helped us to improve our research and to write this paper. Last but not least, we thank the Associate Editor for his guidance as well as the three anonymous reviewers for their constructive feedback and openness during the review process.
The digital age has yielded systems that increasingly reduce the complexity of our everyday lives. As such, smart personal assistants such as Amazon's Alexa or Apple's Siri combine the comfort of intuitive natural language interaction with the utility of personalized and situation-dependent information and service provision. However, research on SPAs is becoming increasingly complex and opaque. To reduce complexity, this paper introduces a classification system for SPAs. Based on a systematic literature review, a cluster analysis reveals five SPA archetypes:
Gamification is a well-known approach that refers to the use of elements to increase the motivation of information systems users. A remaining challenge in gamification is that no shared understanding of the meaning and classification of gamification elements currently exists. This impedes guidance concerning analysis and development of gamification concepts, and often results in non-effective gamification designs. The goal of our research is to consolidate current gamification research and rigorously develop a taxonomy, as well as to demonstrate how a systematic classification of gamification elements can provide guidance for the gamification of information systems and improve understanding of existing gamification concepts. To achieve our goal, we develop a taxonomic classification of gamification elements before evaluating this taxonomy using expert interviews. Furthermore, we provide evidence as to the taxonomy's feasibility using two practical cases: First, we show how our taxonomy helps to analyse existing gamification concepts; second, we show how our taxonomy can be used for guiding the gamification of information systems. We enrich theory by introducing a novel taxonomy to better explain the characteristics of gamification elements, which will be valuable for both gamification analysis and design. This paper will help guide practitioners to select and combine gamification elements for their gamification concepts.
Technology-mediated learning (TML) is a major trend in education, since it allows to integrate the strengths of traditional-and IT-based learning activities. However, TML providers still struggle in identifying areas for improvement in their TML offerings. One reason for their struggles is inconsistencies in the literature regarding drivers of TML performance. Prior research suggests that these inconsistencies in TML literature might stem from neglecting the importance of considering the process perspective in addition to the input and outcome perspectives. This gap needs to be addressed to better understand the different drivers of the performance of TML scenarios. Filling this gap would further support TML providers with more precise guidance on how to (re-)design their offerings toward their customers' needs. To achieve our goal, we combine qualitative and quantitative methods to develop and evaluate a holistic model for assessing TML performance. In particular, we consolidate the body of literature, followed by a focus group workshop and a Q-sorting exercise with TML practitioners, and an empirical pre-study to develop and initially test our research model. Afterward, we collect data from 161 participants of TML vocational software trainings and evaluate our holistic model for assessing TML performance. The results provide empirical evidence for the importance of the TML process quality dimension as suggested in prior literature and highlighted by our TML practitioners. Our main theoretical as well as practical contribution is a holistic model that provides comprehensive insights into which constructs and facets shape the performance of TML in vocational software trainings.
Abstract:IT support in the learning process constitutes a key factor for the success of innovative teaching/learning scenarios. To ensure learning success in innovative teaching/learning scenarios, learners need to faithfully apply learning management systems (LMS). However, we lack theoretical insights into which factors affect whether they do so. To help solve this issue, we first used adaptive structuration theory to identify antecedents and consequences regarding faithful LMS appropriation and embed them into a theoretical model. Second, we conducted a survey study with 173 participants to evaluate the model. The results show that the perceived IT support, interactivity, and the tasktechnology fit significantly affect the degree to which learners faithfully apply a LMS. Moreover, the results indicate that faithful appropriation is a significant indicator of the learning process satisfaction as well as perceived learning success. The present paper thus theoretically contributes to the scientific discussion concerning technology-mediated learning processes while also making a practical contribution by deriving implications for LMS application.
Gendered voice based on pitch is a prevalent design element in many contemporary Voice Assistants (VAs) but has shown to strengthen harmful stereotypes. Interestingly, there is a dearth of research that systematically analyses user perceptions of diferent voice genders in VAs. This study investigates gender-stereotyping across two diferent tasks by analyzing the infuence of pitch (low, high) and gender (women, men) on stereotypical trait ascription and trust formation in an exploratory online experiment with 234 participants. Additionally, we deploy a gender-ambiguous voice to compare against gendered voices. Our fndings indicate that implicit stereotyping occurs for VAs. Moreover, we can show that there are no signifcant diferences in trust formed towards a gender-ambiguous voice versus gendered voices, which highlights their potential for commercial usage. CCS CONCEPTS• Human-centered computing → User interface design; Empirical studies in HCI; Sound-based input / output; Interaction design theory, concepts and paradigms; • Social and professional topics → Gender.
Digital nudging in privacy has become more important to protect users of information systems while working with privacy-related data. Nudging is about altering a user's behavior without forbidding any options. Several approaches exist to "nudge" users to change their behavior. Regarding the usage of digital privacy nudges, research still has to understand the meaning and relevance of individual nudges better. Therefore, this paper compares the preferences of users for different digital nudges. To achieve this goal, it presents the results of a so-called best-worst scaling. This study contributes to theory by providing a better understanding of user preferences regarding design variations of digital nudges. We support practitioners by giving implications on how to design digital nudges in terms of user preferences. PublicAl l workspace members can join 75% of your colleagues do not share their phone number with others.You have published 80% of your private informations Closed channels can only beused with an invitation and are not visible in the channel list. PrivatBy default, these channels are private Cl os ed channels ca n only be used with an i nvi tation an a re not vi sible in the channel list Privat Anna, Andreas, Nicole, and 26 others can see this message
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.