Araştırma Makalesi
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Application of Gamification model in the internship orientation program: A proposed conceptual model from the private university context of Bangladesh

Yıl 2023, Cilt: 4 Sayı: 2, 206 - 218, 30.06.2023
https://doi.org/10.54733/smar.1263908

Öz

Despite being the 8th most densely populated country in the world, Bangladesh is one of the countries with the most underdeveloped manpower resources in the world. In order to stimulate learning within the masses, the demand for flipped classroom settings and innovative phenomena like gamification can appear as a solution. The aim of this conceptual paper was to explore gamification as a teaching mechanism for the pre-internship training for the graduate school students. Based on literature analysis and from our observation of the internship program, we have proposed two process flow diagrams that attempt to integrate the mechanisms of gamification within the internship program. The proposed models integrate the ideas from goal-setting theory, behavioral reinforcement theory, self-determination theory and social-comparison theory.

Destekleyen Kurum

BRAC Business School, BRAC University

Teşekkür

OCSAR - the career management of BRAC University

Kaynakça

  • Bridgstock, R. (2009). The graduate attributes we’ve overlooked: Enhancing graduate employability through career management skills. Higher Education Research & Development, 28(1), 31-44.
  • Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175.
  • Catania, A. C. (2001). Positive psychology and positive reinforcement. American Psychologist, 56(1), 86-87.
  • CEIC (2021). Bangladesh Unemployment Rate. CEIC Data. www.ceicdata.com/en/indicator/bangladesh/unemployment-rate (Accessed: 20 June 2023).
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). Vancouver, Canada: ACM.
  • Durazzi, N. (2021). Opening universities’ doors for business? Marketization, the search for differentiation and employability in England. Journal of Social Policy, 50(2), 386-405.
  • Festinger, L. (1954). A theory of social comparison processes. Human relations, 7(2), 117-140.
  • Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2011, November). Orientation passport: using gamification to engage university students. In Proceedings of the 23rd Australian computer-human interaction conference (pp. 122-125).
  • Gagné, M., & Deci, E. L. (2005). Self‐determination theory and work motivation. Journal of Organizational Behavior, 26(4), 331-362.
  • Goia, S., Marinaș, C. V., & Igret, R. Ș. (2017). A plea for quality in internship programmes–evidence from the business and administration students’ experience. Management & Marketing. Challenges for the Knowledge Society, 12(1), 49-60.
  • Hantke, S., Appel, T., & Schuller, B. (2018, May). The inclusion of gamification solutions to enhance user enjoyment on crowdsourcing platforms. In 2018 First Asian Conference on Affective Computing and Intelligent Interaction (ACII Asia) (pp. 1-6). IEEE.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
  • Hineline, P. N. (2022). Negative reinforcement and avoidance. In Handbook of operant behavior (pp. 364-414). Routledge.
  • Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22).
  • Indexmundi. (2019a). Bangladesh Demographics Profile 2019. https://www.indexmundi.com/bangladesh/demographics_profile.html (Accessed: 14 June 2020).
  • Indexmundi. (2019b). World Unemployment rate - Economy. https://www.indexmundi.com/world/unemployment_rate.html (Accessed: 15 June 2020).
  • Juneja, P. (2011). Goal setting theory of motivation.
  • Kusuma, G. P., Wigati, E. K., Utomo, Y., & Suryapranata, L. K. P. (2018). Analysis of gamification models in education using MDA framework. Procedia Computer Science, 135, 385-392.
  • Lucardie, D. (2014). The impact of fun and enjoyment on adult's learning. Procedia-Social and behavioral sciences, 142, 439-446.
  • Lyons, K., & Hill, R. (2015). A shift towards industry-relevant degrees isn't helping students get jobs. Chain Reaction, (125), 18-19.
  • Markets and markets. (2016). Gamification Market Future Growth, Trends and Analysis – 2020. Markets and Markets. https://www.marketsandmarkets.com/MarketReports/gamification-market-991.html (Accessed: 14 June 2020).
  • Nelson, M. J. (2012, October). Soviet and American precursors to the gamification of work. In Proceeding of the 16th international academic MindTrek conference (pp. 23-26).
  • O'Donovan, S., Gain, J., & Marais, P. (2013, October). A case study in the gamification of a university-level games development course. In Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference (pp. 242-251).
  • Paul, J., & Benito, G. R. (2018). A review of research on outward foreign direct investment from emerging countries, including China: What do we know, how do we know and where should we be heading?. Asia Pacific Business Review, 24(1), 90-115. Peterson, S. (2012, May 21). Gamification market to reach $2.8 billion in 2016. Gamesindustry.biz. https://www.gamesindustry.biz/gamification-market-to-reach-usd2-8-billion-in-2016 (Accessed: 15 June 2020).
  • Pike, M. (2015). Gamification in the Latin classroom. Journal of Classics Teaching, 16(31), 1-7.
  • Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
  • Robinson, S. (2006, December). Conceptual modeling for simulation: issues and research requirements. In Proceedings of the 2006 winter simulation conference (pp. 792-800). IEEE.
  • Rughiniş, R. (2013). Work and Gameplay in the Transparent ‘Magic Circle’of Gamification: Insights from a Gameful Collaborative Review Exercise. In Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience: Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II 2 (pp. 577-586). Springer Berlin Heidelberg.
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78.
  • Santos-Guevara, B. N., & Rincon-Flores, E. G. (2020, December). Gamification: when pedagogical innovations benefit internship seekers. In Proceedings of the International Conference on Education, 6(2), 17-25.
  • Schunk, D. H. (1991). Self-efficacy and academic motivation. Educational Psychologist, 26(3-4), 207-231.
  • Skinner, B. F. (1965). Science and human behavior (No. 92904). Simon and Schuster.
  • Skinner, B. F. (1989). The origins of cognitive thought. American Psychologist, 44(1), 13-18.
  • Stott, A., & Neustaedter, C. (2013). Analysis of gamification in education. Surrey, BC, Canada, 8(1), 36.
  • Swift, C. O., & Kent, R. (1999). Business school internships: Legal concerns. Journal of Education for Business, 75(1), 23-26.
  • Thom, J., Millen, D., & DiMicco, J. (2012, February). Removing gamification from an enterprise SNS. In Proceedings of the acm 2012 conference on computer supported cooperative work (pp. 1067-1070).
  • Wei, L. T., & Yazdanifard, R. (2014). The impact of positive reinforcement on employees’ performance in organizations. American Journal of Industrial and Business Management, 4, 9-12.
  • Woolfolk, A. E. (1998). Readings in educational psychology. Allyn & Bacon.
  • World Population Review. (2019). Bangladesh Population 2019. http://worldpopulationreview.com/countries/bangladesh-population (Accessed: 15 June 2020).
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media.

Staj oryantasyon programında Oyunlaştırma modelinin uygulanması: Bangladeş'teki özel üniversite bağlamından önerilen bir kavramsal model

Yıl 2023, Cilt: 4 Sayı: 2, 206 - 218, 30.06.2023
https://doi.org/10.54733/smar.1263908

Öz

Bangladeş, nüfus yoğunluğu bakımından dünyada 8. sırada yer almasına rağmen, dünyadaki insan gücü kaynakları en az gelişmiş ülkelerden biridir. Kitleler arasında öğrenmeyi teşvik etmek için, tersine çevrilmiş sınıf ortamlarına ve oyunlaştırma gibi yenilikçi fenomenlere olan talep bir çözüm olarak görünebilir. Bu kavramsal makalenin amacı, yüksek lisans öğrencileri için staj öncesi eğitim için bir öğretim mekanizması olarak oyunlaştırmayı keşfetmekti. Literatür analizine ve staj programına ilişkin gözlemlerimize dayanarak, oyunlaştırma mekanizmalarını staj programına entegre etmeye çalışan iki süreç akış şeması önerdik. Önerilen modeller, hedef belirleme teorisi, davranışsal pekiştirme teorisi, kendi kaderini tayin teorisi ve sosyal karşılaştırma teorisinden gelen fikirleri bütünleştirir.

Kaynakça

  • Bridgstock, R. (2009). The graduate attributes we’ve overlooked: Enhancing graduate employability through career management skills. Higher Education Research & Development, 28(1), 31-44.
  • Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175.
  • Catania, A. C. (2001). Positive psychology and positive reinforcement. American Psychologist, 56(1), 86-87.
  • CEIC (2021). Bangladesh Unemployment Rate. CEIC Data. www.ceicdata.com/en/indicator/bangladesh/unemployment-rate (Accessed: 20 June 2023).
  • Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). Vancouver, Canada: ACM.
  • Durazzi, N. (2021). Opening universities’ doors for business? Marketization, the search for differentiation and employability in England. Journal of Social Policy, 50(2), 386-405.
  • Festinger, L. (1954). A theory of social comparison processes. Human relations, 7(2), 117-140.
  • Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. (2011, November). Orientation passport: using gamification to engage university students. In Proceedings of the 23rd Australian computer-human interaction conference (pp. 122-125).
  • Gagné, M., & Deci, E. L. (2005). Self‐determination theory and work motivation. Journal of Organizational Behavior, 26(4), 331-362.
  • Goia, S., Marinaș, C. V., & Igret, R. Ș. (2017). A plea for quality in internship programmes–evidence from the business and administration students’ experience. Management & Marketing. Challenges for the Knowledge Society, 12(1), 49-60.
  • Hantke, S., Appel, T., & Schuller, B. (2018, May). The inclusion of gamification solutions to enhance user enjoyment on crowdsourcing platforms. In 2018 First Asian Conference on Affective Computing and Intelligent Interaction (ACII Asia) (pp. 1-6). IEEE.
  • Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161.
  • Hineline, P. N. (2022). Negative reinforcement and avoidance. In Handbook of operant behavior (pp. 364-414). Routledge.
  • Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22).
  • Indexmundi. (2019a). Bangladesh Demographics Profile 2019. https://www.indexmundi.com/bangladesh/demographics_profile.html (Accessed: 14 June 2020).
  • Indexmundi. (2019b). World Unemployment rate - Economy. https://www.indexmundi.com/world/unemployment_rate.html (Accessed: 15 June 2020).
  • Juneja, P. (2011). Goal setting theory of motivation.
  • Kusuma, G. P., Wigati, E. K., Utomo, Y., & Suryapranata, L. K. P. (2018). Analysis of gamification models in education using MDA framework. Procedia Computer Science, 135, 385-392.
  • Lucardie, D. (2014). The impact of fun and enjoyment on adult's learning. Procedia-Social and behavioral sciences, 142, 439-446.
  • Lyons, K., & Hill, R. (2015). A shift towards industry-relevant degrees isn't helping students get jobs. Chain Reaction, (125), 18-19.
  • Markets and markets. (2016). Gamification Market Future Growth, Trends and Analysis – 2020. Markets and Markets. https://www.marketsandmarkets.com/MarketReports/gamification-market-991.html (Accessed: 14 June 2020).
  • Nelson, M. J. (2012, October). Soviet and American precursors to the gamification of work. In Proceeding of the 16th international academic MindTrek conference (pp. 23-26).
  • O'Donovan, S., Gain, J., & Marais, P. (2013, October). A case study in the gamification of a university-level games development course. In Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference (pp. 242-251).
  • Paul, J., & Benito, G. R. (2018). A review of research on outward foreign direct investment from emerging countries, including China: What do we know, how do we know and where should we be heading?. Asia Pacific Business Review, 24(1), 90-115. Peterson, S. (2012, May 21). Gamification market to reach $2.8 billion in 2016. Gamesindustry.biz. https://www.gamesindustry.biz/gamification-market-to-reach-usd2-8-billion-in-2016 (Accessed: 15 June 2020).
  • Pike, M. (2015). Gamification in the Latin classroom. Journal of Classics Teaching, 16(31), 1-7.
  • Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21.
  • Robinson, S. (2006, December). Conceptual modeling for simulation: issues and research requirements. In Proceedings of the 2006 winter simulation conference (pp. 792-800). IEEE.
  • Rughiniş, R. (2013). Work and Gameplay in the Transparent ‘Magic Circle’of Gamification: Insights from a Gameful Collaborative Review Exercise. In Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience: Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II 2 (pp. 577-586). Springer Berlin Heidelberg.
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78.
  • Santos-Guevara, B. N., & Rincon-Flores, E. G. (2020, December). Gamification: when pedagogical innovations benefit internship seekers. In Proceedings of the International Conference on Education, 6(2), 17-25.
  • Schunk, D. H. (1991). Self-efficacy and academic motivation. Educational Psychologist, 26(3-4), 207-231.
  • Skinner, B. F. (1965). Science and human behavior (No. 92904). Simon and Schuster.
  • Skinner, B. F. (1989). The origins of cognitive thought. American Psychologist, 44(1), 13-18.
  • Stott, A., & Neustaedter, C. (2013). Analysis of gamification in education. Surrey, BC, Canada, 8(1), 36.
  • Swift, C. O., & Kent, R. (1999). Business school internships: Legal concerns. Journal of Education for Business, 75(1), 23-26.
  • Thom, J., Millen, D., & DiMicco, J. (2012, February). Removing gamification from an enterprise SNS. In Proceedings of the acm 2012 conference on computer supported cooperative work (pp. 1067-1070).
  • Wei, L. T., & Yazdanifard, R. (2014). The impact of positive reinforcement on employees’ performance in organizations. American Journal of Industrial and Business Management, 4, 9-12.
  • Woolfolk, A. E. (1998). Readings in educational psychology. Allyn & Bacon.
  • World Population Review. (2019). Bangladesh Population 2019. http://worldpopulationreview.com/countries/bangladesh-population (Accessed: 15 June 2020).
  • Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media.
Toplam 40 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Bölgesel Çalışmalar
Bölüm Araştırma Makaleleri
Yazarlar

Mohammad Atiqul Basher 0009-0000-7944-5632

Zaheed Husein Mohammad Al-din Bu kişi benim 0009-0006-6077-9441

Yayımlanma Tarihi 30 Haziran 2023
Gönderilme Tarihi 12 Mart 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 4 Sayı: 2

Kaynak Göster

APA Basher, M. A., & Al-din, Z. H. M. (2023). Application of Gamification model in the internship orientation program: A proposed conceptual model from the private university context of Bangladesh. Sosyal Mucit Academic Review, 4(2), 206-218. https://doi.org/10.54733/smar.1263908