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dc.contributor.authorWood, LC
dc.contributor.authorReiners, T
dc.contributor.editorKommers, P
dc.contributor.editorIssa, T
dc.contributor.editorIsaías, P
dc.date.accessioned2013-12-11T05:28:25Z
dc.date.accessioned2013-12-11T05:28:38Z
dc.date.available2013-12-11T05:28:25Z
dc.date.available2013-12-11T05:28:38Z
dc.date.copyright2012
dc.date.issued2013-12-11
dc.identifier.citationIADIS International Conference on Internet Technologies & Society 2012 held at Curtin University, Perth, WA, Australia, 2012-11-28 to 2012-11-30, published in: Proceedings of the IADIS International Conference on Internet Technologies & Society (ITS 2012), pp.101 - 108
dc.identifier.isbn978-972-8939-77-9
dc.identifier.urihttp://hdl.handle.net/10292/6202
dc.description.abstractEngagement with users involved in an activity has become increasingly important, particularly in Higher Education. We review the concept of gamification and outline several existing applications. These incorporate game elements into existing systems and tasks in a way that increases user engagement in the process. Current approaches in logistics and supply chain education are discussed in relation to active learning. We develop a framework that combines several gamification elements that can be relatively easily incorporated into existing approaches and learning management systems (LMSs) in ways that will increase engagement and extend active learning. This framework and the relationship between the elements provide fertile ground for further research.
dc.publisherIADIS Press
dc.relation.replaceshttp://hdl.handle.net/10292/6201
dc.relation.replaces10292/6201
dc.rightsThis work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in any other way, and storage in data banks. Permission for use must always be obtained from IADIS Press. Please contact secretariat@iadis.org
dc.subjectGamification
dc.subjectActive learning
dc.subjectAuthentic learning
dc.subjectL&SCM education
dc.subjectProcess improvement
dc.titleGamification in logistics and supply chain education: extending active learning
dc.typeConference Contribution
dc.rights.accessrightsOpenAccess
aut.conference.typePaper Published in Proceedings
aut.relation.endpage108
aut.relation.startpage101
pubs.elements-id149132


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