2023
DOI: 10.1080/0144929x.2023.2255905
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Stakeholders’ design preferences for instructional gamification

Adam Palmquist
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Cited by 4 publications
(7 citation statements)
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“…workplace context) is molded and improved by the people that use the workplace and now have the effective means to do so. This perspective of gamification of the workplace could be a complementary view of the design factors described by Palmquist (2023): his work explores how the same perceived needs that gamification should satisfy through different organizational levels, while here we describe the roles they would take in such a system.…”
Section: Discussionmentioning
confidence: 99%
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“…workplace context) is molded and improved by the people that use the workplace and now have the effective means to do so. This perspective of gamification of the workplace could be a complementary view of the design factors described by Palmquist (2023): his work explores how the same perceived needs that gamification should satisfy through different organizational levels, while here we describe the roles they would take in such a system.…”
Section: Discussionmentioning
confidence: 99%
“…As gamers participate, they accumulate experience and share it with others, including the creators of the gamified activity. Active involvement with the gamification system allows participants of all organizational levels to address their own needs, collaborating to acquire and generate feedback through a fair medium (Idone Cassone, 2016; Zhihao and Zhonggen, 2022; Palmquist, 2023). Herein lies the potential of this role: participants can give feedback to creators, enabling a stream of improvements that will increase the gamified initiative's diffusion and popularity in the workplace.…”
Section: Another Meaning Another Contextmentioning
confidence: 99%
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