2021
DOI: 10.1016/j.techfore.2021.120725
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Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course

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Cited by 24 publications
(16 citation statements)
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“…Previous studies have discussed how gamification affects performance element. For example, research findings [72], show that challenge-based games with a gamification approach increase student performance by 34.75% on the topic of statistical forecasting. Meanwhile, [67] the use of gamification can improve project quality and output across all software processes and their study concluded that multi-dimensional game-based learning increases the probability of project completion in a timely manner.…”
Section: Discussionmentioning
confidence: 99%
“…Previous studies have discussed how gamification affects performance element. For example, research findings [72], show that challenge-based games with a gamification approach increase student performance by 34.75% on the topic of statistical forecasting. Meanwhile, [67] the use of gamification can improve project quality and output across all software processes and their study concluded that multi-dimensional game-based learning increases the probability of project completion in a timely manner.…”
Section: Discussionmentioning
confidence: 99%
“…N. Legaki et al consider the possibilities of gamification to support decision-making, acquisition of forecasting skills in the conditions of the uncertain future (Legaki et al, 2021). Scientists prove that gamification tools can and should be used to model different scenarios of the situation development and stimulate the solution of cognitive problems.…”
Section: Analysis Of Foreign Studiesmentioning
confidence: 99%
“…Murillo-Zamorano et al determine that gamification services have a powerful didactic potential to support schoolchildren at all stages of their cognitive, career-oriented activities (Murillo-Zamorano et al, 2021). Moreover, experts predict that in the future, learning based on the principles of gamification will go beyond e-courses and become an integral, organic part of the educational process (Legaki et al, 2021).…”
Section: Introduction 1relevance Of the Problemmentioning
confidence: 99%
“…Several game elements are usually used in educational contexts, such as badges, leaderboards, rewards, storylines, and progress bars [13]. Although those game elements seem effective in the academic context, designing gamification must be cautious since it will affect students' learning experience [14]. Therefore, it is essential to understand the working mechanism of gamification itself [15].…”
Section: Introductionmentioning
confidence: 99%