Branded Gamification in Technical Education

A. Schulz, Franziska Schulz, Rúben Gouveia, Oliver Korn
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引用次数: 4

Abstract

Brand identification has the potential of shaping individuals' attitudes, performance and commitment within learning and work contexts. We explore these effects, by incorporating elements of branded identification within gamified environments. We report a study with 44 employees, in which task performance and emotional outcomes are assessed in a real-world assembly scenario - namely, while performing a soldering task. Our results indicate that brand identification has a direct impact on individuals' attitude towards the task at hand: while instigating positive emotions, aversion and reactance also arise.
技术教育中的品牌游戏化
品牌识别具有塑造个人在学习和工作环境中的态度、表现和承诺的潜力。我们通过在游戏化环境中融入品牌识别元素来探索这些影响。我们报告了一项有44名员工参与的研究,在现实世界的组装场景中评估了任务表现和情感结果——即,在执行焊接任务时。我们的研究结果表明,品牌认同对个体对手头任务的态度有直接影响:在激发积极情绪的同时,也会产生厌恶和抗拒情绪。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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