ERIC Number: ED600686
Record Type: Non-Journal
Publication Date: 2019
Pages: 134
Abstractor: As Provided
ISBN: 978-1-3920-0634-4
ISSN: EISSN-
EISSN: N/A
The Technical Challenges of Implementing Gamification: A Qualitative Exploratory Case Study
McCallister, Alice
ProQuest LLC, D.I.T. Dissertation, Capella University
Organizational demand for integrating gamification into existing electronic learning platforms has increased. The increased demand for gamification has become an issue for IS professionals when they must integrate it into electronic learning systems. This qualitative single case study explored the technical challenges information systems (IS) professionals faced when integrating gamification into existing electronic learning platforms at organizations within the United States. This case study sought to gain insight into how the absence of standard frameworks, guidelines, and best practices impacts the time, efforts, and costs of gamification projects from a technical perspective by exploring the technical design processes used and the shared challenges IS projects teams encountered. The population for this study included any US organization that integrated gamification into an existing learning platform. The researcher interviewed 9 IS professionals for this study from a variety of organizations, each of whom participated in a project that integrated gamification into an existing electronic learning platform. The researcher utilized Nvivo and Excel, along with manual processes, to analyze the data collected through the interviews. Thematic analysis was used to identify and classify key themes. The findings of this research suggest that gamification integration projects are not considered sophisticated enough to warrant full project teams and have limited resources assigned to them. Data collected also indicated IS professionals did not use formal technical design processes, and trial and error was the dominant design strategy. The scope of the projects was scaled back to accommodate project constraints, such as time and budget, to address technical issues that arose. A surprising finding of this study was that despite the lack of formal design processes, the participants' perceived success rate of the gamification projects in this study was high, wherein the participants considered the projects to have met the intended goals. The findings of this study can be used to help IS professionals plan future gamification projects. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://bibliotheek.ehb.be:2222/en-US/products/dissertations/individuals.shtml.]
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Information Systems, Professional Development, Barriers, Professional Personnel, Design, Program Effectiveness
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Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A