---
_id: '1094'
abstract:
- lang: eng
  text: Many university students struggle with motivational problems, and gamification
    has the potential to address these problems. However, gamification is hardly used
    in education, because current approaches to gamification require instructors to
    engage in the time-consuming preparation of their course contents for use in quizzes,
    mini-games and the like. Drawing on research on limited attention and present
    bias, we propose a "lean" approach to gamification, which relies on gamifying
    learning activities (rather than learning contents) and increasing their salience.
    In this paper, we present the app StudyNow that implements such a lean gamification
    approach. With this app, we aim to enable more students and instructors to benefit
    from the advantages of gamification.
author:
- first_name: Matthias
  full_name: Feldotto, Matthias
  id: '14052'
  last_name: Feldotto
  orcid: 0000-0003-1348-6516
- first_name: Thomas
  full_name: John, Thomas
  id: '3952'
  last_name: John
- first_name: Dennis
  full_name: Kundisch, Dennis
  id: '21117'
  last_name: Kundisch
- first_name: Paul
  full_name: Hemsen, Paul
  id: '22546'
  last_name: Hemsen
- first_name: Katrin
  full_name: Klingsieck, Katrin
  last_name: Klingsieck
- first_name: Alexander
  full_name: Skopalik, Alexander
  id: '40384'
  last_name: Skopalik
citation:
  ama: 'Feldotto M, John T, Kundisch D, Hemsen P, Klingsieck K, Skopalik A. Making
    Gamification Easy for the Professor: Decoupling Game and Content with the StudyNow
    Mobile App. In: <i>Proceedings of the 12th International Conference on Design
    Science Research in Information Systems and Technology (DESRIST)</i>. LNCS. ;
    2017:462-467. doi:<a href="https://doi.org/10.1007/978-3-319-59144-5_32">10.1007/978-3-319-59144-5_32</a>'
  apa: 'Feldotto, M., John, T., Kundisch, D., Hemsen, P., Klingsieck, K., &#38; Skopalik,
    A. (2017). Making Gamification Easy for the Professor: Decoupling Game and Content
    with the StudyNow Mobile App. In <i>Proceedings of the 12th International Conference
    on Design Science Research in Information Systems and Technology (DESRIST)</i>
    (pp. 462–467). <a href="https://doi.org/10.1007/978-3-319-59144-5_32">https://doi.org/10.1007/978-3-319-59144-5_32</a>'
  bibtex: '@inproceedings{Feldotto_John_Kundisch_Hemsen_Klingsieck_Skopalik_2017,
    series={LNCS}, title={Making Gamification Easy for the Professor: Decoupling Game
    and Content with the StudyNow Mobile App}, DOI={<a href="https://doi.org/10.1007/978-3-319-59144-5_32">10.1007/978-3-319-59144-5_32</a>},
    booktitle={Proceedings of the 12th International Conference on Design Science
    Research in Information Systems and Technology (DESRIST)}, author={Feldotto, Matthias
    and John, Thomas and Kundisch, Dennis and Hemsen, Paul and Klingsieck, Katrin
    and Skopalik, Alexander}, year={2017}, pages={462–467}, collection={LNCS} }'
  chicago: 'Feldotto, Matthias, Thomas John, Dennis Kundisch, Paul Hemsen, Katrin
    Klingsieck, and Alexander Skopalik. “Making Gamification Easy for the Professor:
    Decoupling Game and Content with the StudyNow Mobile App.” In <i>Proceedings of
    the 12th International Conference on Design Science Research in Information Systems
    and Technology (DESRIST)</i>, 462–67. LNCS, 2017. <a href="https://doi.org/10.1007/978-3-319-59144-5_32">https://doi.org/10.1007/978-3-319-59144-5_32</a>.'
  ieee: 'M. Feldotto, T. John, D. Kundisch, P. Hemsen, K. Klingsieck, and A. Skopalik,
    “Making Gamification Easy for the Professor: Decoupling Game and Content with
    the StudyNow Mobile App,” in <i>Proceedings of the 12th International Conference
    on Design Science Research in Information Systems and Technology (DESRIST)</i>,
    2017, pp. 462–467.'
  mla: 'Feldotto, Matthias, et al. “Making Gamification Easy for the Professor: Decoupling
    Game and Content with the StudyNow Mobile App.” <i>Proceedings of the 12th International
    Conference on Design Science Research in Information Systems and Technology (DESRIST)</i>,
    2017, pp. 462–67, doi:<a href="https://doi.org/10.1007/978-3-319-59144-5_32">10.1007/978-3-319-59144-5_32</a>.'
  short: 'M. Feldotto, T. John, D. Kundisch, P. Hemsen, K. Klingsieck, A. Skopalik,
    in: Proceedings of the 12th International Conference on Design Science Research
    in Information Systems and Technology (DESRIST), 2017, pp. 462–467.'
date_created: 2018-01-05T08:37:52Z
date_updated: 2022-01-06T06:50:53Z
ddc:
- '000'
department:
- _id: '63'
- _id: '541'
- _id: '276'
doi: 10.1007/978-3-319-59144-5_32
file:
- access_level: closed
  content_type: application/pdf
  creator: feldi
  date_created: 2018-10-31T17:01:09Z
  date_updated: 2018-10-31T17:01:09Z
  file_id: '5230'
  file_name: Feldotto2017_Chapter_MakingGamificationEasyForThePr.pdf
  file_size: 1576363
  relation: main_file
  success: 1
file_date_updated: 2018-10-31T17:01:09Z
has_accepted_license: '1'
language:
- iso: eng
page: 462-467
publication: Proceedings of the 12th International Conference on Design Science Research
  in Information Systems and Technology (DESRIST)
series_title: LNCS
status: public
title: 'Making Gamification Easy for the Professor: Decoupling Game and Content with
  the StudyNow Mobile App'
type: conference
user_id: '14052'
year: '2017'
...
---
_id: '1095'
abstract:
- lang: eng
  text: 'Many university students struggle with motivational problems, and gamification
    has the potential to address these problems. However, using gamification currently
    is rather tedious and time-consuming for instructors because current approaches
    to gamification require instructors to engage in the time-consuming preparation
    of course contents (e.g., for quizzes or mini-games). In reply to this issue,
    we propose a “lean” approach to gamification, which relies on gamifying learning
    activities rather than learning contents. The learning activities that are gamified
    in the lean approach can typically be drawn from existing course syllabi (e.g.,
    attend certain lectures, hand in assignments, read book chapters and articles).
    Hence, compared to existing approaches, lean gamification substantially lowers
    the time requirements posed on instructors for gamifying a given course. Drawing
    on research on limited attention and the present bias, we provide the theoretical
    foundation for the lean gamification approach. In addition, we present a mobile
    application that implements lean gamification and outline a mixed-methods study
    that is currently under way for evaluating whether lean gamification does indeed
    have the potential to increase students’ motivation. We thereby hope to allow
    more students and instructors to benefit from the advantages of gamification. '
author:
- first_name: Thomas
  full_name: John, Thomas
  id: '3952'
  last_name: John
- first_name: Matthias
  full_name: Feldotto, Matthias
  id: '14052'
  last_name: Feldotto
  orcid: 0000-0003-1348-6516
- first_name: Paul
  full_name: Hemsen, Paul
  id: '22546'
  last_name: Hemsen
- first_name: Katrin
  full_name: Klingsieck, Katrin
  last_name: Klingsieck
- first_name: Dennis
  full_name: Kundisch, Dennis
  id: '21117'
  last_name: Kundisch
- first_name: Mike
  full_name: Langendorf, Mike
  last_name: Langendorf
citation:
  ama: 'John T, Feldotto M, Hemsen P, Klingsieck K, Kundisch D, Langendorf M. Towards
    a Lean Approach for Gamifying Education. In: <i>Proceedings of the 25th European
    Conference on Information Systems (ECIS)</i>. ; 2017:2970-2979.'
  apa: John, T., Feldotto, M., Hemsen, P., Klingsieck, K., Kundisch, D., &#38; Langendorf,
    M. (2017). Towards a Lean Approach for Gamifying Education. In <i>Proceedings
    of the 25th European Conference on Information Systems (ECIS)</i> (pp. 2970–2979).
  bibtex: '@inproceedings{John_Feldotto_Hemsen_Klingsieck_Kundisch_Langendorf_2017,
    title={Towards a Lean Approach for Gamifying Education}, booktitle={Proceedings
    of the 25th European Conference on Information Systems (ECIS)}, author={John,
    Thomas and Feldotto, Matthias and Hemsen, Paul and Klingsieck, Katrin and Kundisch,
    Dennis and Langendorf, Mike}, year={2017}, pages={2970–2979} }'
  chicago: John, Thomas, Matthias Feldotto, Paul Hemsen, Katrin Klingsieck, Dennis
    Kundisch, and Mike Langendorf. “Towards a Lean Approach for Gamifying Education.”
    In <i>Proceedings of the 25th European Conference on Information Systems (ECIS)</i>,
    2970–79, 2017.
  ieee: T. John, M. Feldotto, P. Hemsen, K. Klingsieck, D. Kundisch, and M. Langendorf,
    “Towards a Lean Approach for Gamifying Education,” in <i>Proceedings of the 25th
    European Conference on Information Systems (ECIS)</i>, 2017, pp. 2970–2979.
  mla: John, Thomas, et al. “Towards a Lean Approach for Gamifying Education.” <i>Proceedings
    of the 25th European Conference on Information Systems (ECIS)</i>, 2017, pp. 2970–79.
  short: 'T. John, M. Feldotto, P. Hemsen, K. Klingsieck, D. Kundisch, M. Langendorf,
    in: Proceedings of the 25th European Conference on Information Systems (ECIS),
    2017, pp. 2970–2979.'
date_created: 2018-01-05T08:39:41Z
date_updated: 2022-01-06T06:50:53Z
ddc:
- '000'
department:
- _id: '63'
- _id: '541'
- _id: '178'
- _id: '185'
file:
- access_level: closed
  content_type: application/pdf
  creator: feldi
  date_created: 2018-10-31T17:02:07Z
  date_updated: 2018-10-31T17:02:07Z
  file_id: '5232'
  file_name: TOWARDS A LEAN APPROACH TO GAMIFYING EDUCATION.pdf
  file_size: 485333
  relation: main_file
  success: 1
file_date_updated: 2018-10-31T17:02:07Z
has_accepted_license: '1'
language:
- iso: eng
main_file_link:
- open_access: '1'
  url: https://aisel.aisnet.org/ecis2017_rip/46
oa: '1'
page: 2970-2979
publication: Proceedings of the 25th European Conference on Information Systems (ECIS)
status: public
title: Towards a Lean Approach for Gamifying Education
type: conference
user_id: '14052'
year: '2017'
...
