2012
DOI: 10.28945/1579
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(SNTL #3) Design and Implementation Challenges to an Interactive Social Media Based Learning Environment

Abstract: An Interactive Social Media Based Learning Environment is a software system that provides a classroom environment that leverages social media technologies to enhance the learning experience. A study was done to evaluate the success of this particular interactive social media based learning environment. A survey was given to students in three classes who used the system in order to identify areas where the system design succeeded and areas where it failed. Load testing was done to determine how usage of the sys… Show more

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Cited by 5 publications
(9 citation statements)
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“…The purpose of gamification is to increase consumer motivation and facilitate consumers' participation in gamification activities through intrinsic and extrinsic motivators, and to provide a pleasant experience (Von Ahn and Dabbish, 2008;Conaway and Garay, 2014;Xi and Hamari, 2020). Reward, competition, autonomy, and absorption are the most common game dynamics in the literature on gamification (Agarwal and Karahanna, 2000;Gottschalg and Zollo, 2007;Liu et al, 2007;Hordemann and Chao, 2012;Kapp, 2012;Mullins and Sabherwal, 2020), these elements must be available in order for gamification to be used (Conaway and Garay, 2014). As a result, consumers are encouraged to further participate in the system (Gottschalg and Zollo, 2007), which ultimately affects purchase intention.…”
Section: Gamificationmentioning
confidence: 99%
See 1 more Smart Citation
“…The purpose of gamification is to increase consumer motivation and facilitate consumers' participation in gamification activities through intrinsic and extrinsic motivators, and to provide a pleasant experience (Von Ahn and Dabbish, 2008;Conaway and Garay, 2014;Xi and Hamari, 2020). Reward, competition, autonomy, and absorption are the most common game dynamics in the literature on gamification (Agarwal and Karahanna, 2000;Gottschalg and Zollo, 2007;Liu et al, 2007;Hordemann and Chao, 2012;Kapp, 2012;Mullins and Sabherwal, 2020), these elements must be available in order for gamification to be used (Conaway and Garay, 2014). As a result, consumers are encouraged to further participate in the system (Gottschalg and Zollo, 2007), which ultimately affects purchase intention.…”
Section: Gamificationmentioning
confidence: 99%
“…As an emerging way to attract consumers, gamification is being used in marketing, school education and training, on the Internet, and in related industries (Huang and Cappel, 2005;Silverman, 2011;Hordemann and Chao, 2012;Kankanhalli et al, 2012). In this context, the design of game elements, such as inspiration, competition mechanisms, and shock, is used to increase the value of high enjoyment to attract consumers (Simões et al, 2013;Seaborn and Fels, 2015;Müller-Stewens et al, 2017;Mullins and Sabherwal, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…The self-category is the encouragement required by the assessment process to improve upon his existing skills by earning badges, points, and meeting activity schedule norms. The social aspect of achievement is the public display of personal successes that posit the learner against other learners ensued by interaction and collaboration (Hordemann and Chao 2012).…”
Section: Proposed Gamification Approach In Educationmentioning
confidence: 99%
“…The course was implemented as an online training program based on the observed theories in the literature. A theoretical gap was identified concerning the implementation of a gamified approach to learning and development, where only about 10% of training and tutoring courses offered implemented gamification (Hordemann and Chao 2012).…”
Section: Introductionmentioning
confidence: 99%
“…Health educators have recently identified social media as viable health-informing channel for young adults, ages 18-24 (Centers for Disease Control and Prevention [CDC], 2011). These users are already using YouTube and other social media venues for entertainment, social engagement, relaxation, and information exchange (Hordemann & Chao, 2012;Jones & Fox, 2009). Health educators must determine if these users view YouTube and its associated video content as a viable healthinforming channel.…”
Section: Introductionmentioning
confidence: 99%