Gamification and Behavior Management
About the course
Course content
This course introduces business students to the principles of gamification and its application in behavior management within organizational settings. Drawing on concepts from "The Gamification of Learning and Instruction" by Karl M. Kapp, the course provides a comprehensive overview of how game-based methods can drive motivation, engagement, and productivity in various business environments. Students will explore foundational theories, such as self-determination theory, social learning theory, and cognitive apprenticeship, to understand how these behavioral management frameworks underpin effective gamification strategies.
The course will examine key gamification concepts, including game elements like goals, rewards, feedback, storytelling, player types, and game patterns, to illustrate their practical applications in enhancing learning, problem-solving, and decision-making within businesses. Additionally, students will analyze research evidence on the effectiveness of games for learning and develop skills to design gamification strategies tailored to specific business contexts.
Through case studies, interactive discussions, and a practical project, students will learn to apply gamification techniques to improve organizational performance, customer experience, employee engagement, and behavioral change. The course features guest speakers from the industry to provide real-world insights into gamification's impact on business and behavior management.
Preliminary Assignment:
The purpose of this preliminary assignment is to critically analyze a real-world example of gamification and evaluate the factors that contributed to its success. This will help students understand the practical application of gamification principles and theories discussed in the course.
Instructions:
Choose a real-world example of a gamification approach used by a company, organization, or platform. This could be a gamified marketing campaign, a customer loyalty program, an employee engagement initiative, or an educational tool. Examples might include Nike+, Duolingo, Starbucks Rewards, or Khan Academy. Please provide a link to the source of your real-world example.
Write a critical analysis (800-1,000 words) of the selected gamification approach, addressing the following points:
- Description of the Gamification Strategy: Provide a brief overview of the chosen example. What game elements (e.g., points, badges, leaderboards) were employed? How were these elements integrated into the overall strategy?
- Success Factors: Evaluate the reasons why you believe the gamification approach was successful. Consider aspects such as user engagement, motivation, retention rates, increased productivity, or improved customer satisfaction. Provide data, if available, to support your assessment.
- Critique of Limitations: Critically examine any limitations or challenges faced by the gamification initiative. Were there any unintended consequences or ethical considerations? How could the strategy be improved or adapted for different contexts?
- Justification of Success: Based on your analysis, justify why you believe this gamification example is considered successful. What specific outcomes (e.g., increased sales, enhanced learning outcomes, higher employee satisfaction) demonstrate its effectiveness? What lessons can be drawn from this example for applying gamification in other business contexts?
Class Schedule:
- Class 1: Introduction: Course Overview, Gamification Basics, and Behavior Management Theories
- Class 2: Game Mechanics and Understanding Game Elements
- Class 3: Psychology of Motivation in Gamification: Intrinsic vs. Extrinsic Motivation
- Class 4: Designing Gamification Strategies for Business: Methods and Tools
- Class 5: Player Types and Player Patterns: Behaviorism and Operant Conditioning
Feedback Activity: Multiple Choice Quiz on CANVAS
- Class 6: Applying Gamification to Problem Solving: Flow Theory
- Class 7: Managing the Gamification Design Process: Cognitive Load Theory
- Class 8: Selecting the Right In-Game Achievements
- Class 9: Ethical Considerations in Gamification: Risks and Responsibilities
- Class 10: Guest Talk and Critical Reflection & Gamification in Practice
See course description in course catalogue
What you will learn
To achieve the grade 12, students should meet the following learning objectives with no or only minor mistakes or errors:
- Understand the fundamental theories and concepts of gamification and behavior management
- Analyze the risks and benefits of gamification in different business contexts
- Apply game-based methods to enhance employee engagement, customer retention, and organizational outcomes
- Critically evaluate case studies and real-life examples of gamification strategies
- Design a gamification strategy for a business or organizational setting
- Communicate and present gamification concepts effectively to stakeholders
Course prerequisites
Completed Bachelor degree or equivalent. Knowledge of management and consumer behavior might be of help.Facts
- Skriftlig opgave
Individual exam, sommer
- 7-trins skala