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Gameful Learning for a More Sustainable World

Author

Listed:
  • Greta Hoffmann

    (Karlsruhe Institute for Technology)

  • Jella Pfeiffer

    (Justus Liebig University Giessen)

Abstract

Municipal waste sorting is an important but neglected topic within sustainability-oriented Information Systems research. Most waste management systems depend on the quality of their citizens pre-sorting but lack teaching resources. Thus, it is important to raise awareness and knowledge on correct waste sorting to strengthen current efforts. Having shown promising results in raising learning outcomes and motivation in domains like health and economics, gamification is an auspicious approach to address this problem. The paper explores the effectiveness of gameful design on learning outcomes of waste sorting knowledge with a mobile game app that implements two different learning strategies: repetition and elaboration. In a laboratory experiment, the overall learning outcome of participants who trained with the game was compared to that of participants who trained with standard analogue non-game materials. Furthermore, the effects of two additional, learning-enhancing design elements – repetition and look-up – were analyzed. Learning outcome in terms of long-term retention and knowledge transfer were evaluated through three different testing measures two weeks after the training: in-game, through a multiple-choice test and real-life sorting. The results show that the game significantly enhanced the learning outcome of waste sorting knowledge for all measures, which is particularly remarkable for the real-life measure, as similar studies were not successful with regard to knowledge transfer to real life. Furthermore, look-up is found to be a promising game design element that is not yet established in IS literature and therefore should be considered more thoroughly in future research and practical implementations alike.

Suggested Citation

  • Greta Hoffmann & Jella Pfeiffer, 2022. "Gameful Learning for a More Sustainable World," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 64(4), pages 459-482, August.
  • Handle: RePEc:spr:binfse:v:64:y:2022:i:4:d:10.1007_s12599-021-00731-x
    DOI: 10.1007/s12599-021-00731-x
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    References listed on IDEAS

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    1. Jang, Seongsoo & Kitchen, Philip Jame & Kim, Jinwon, 2018. "The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses," Journal of Business Research, Elsevier, vol. 92(C), pages 250-259.
    2. Alessandro Bucciol & Natalia Montinari & Marco Piovesan, 2015. "Do Not Trash the Incentive! Monetary Incentives and Waste Sorting," Scandinavian Journal of Economics, Wiley Blackwell, vol. 117(4), pages 1204-1229, October.
    3. Ayad Hameed Mahmood & Ibrahim Mohammed Ali Murad, 2018. "Approaching the Language of the Second Language Learner: Interlanguage and the Models Before," English Language Teaching, Canadian Center of Science and Education, vol. 11(10), pages 1-95, October.
    4. Clark, Kenneth & Sefton, Martin, 2001. "Repetition and signalling: experimental evidence from games with efficient equilibria," Economics Letters, Elsevier, vol. 70(3), pages 357-362, March.
    5. Seongsoo Jang & Philip Kitchen & Jinwon Kim, 2018. "The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses," Post-Print hal-02014162, HAL.
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    Cited by:

    1. Wil M. P. Aalst & Oliver Hinz & Christof Weinhardt, 2023. "Sustainable Systems Engineering," Business & Information Systems Engineering: The International Journal of WIRTSCHAFTSINFORMATIK, Springer;Gesellschaft für Informatik e.V. (GI), vol. 65(1), pages 1-6, February.

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