Communication, Digital Technology, and Organization CTO

Call for Participation – AOM 2024 PDW "Gamification in Management Education: Incorporation of AI and Advanced Technologies"

  • 1.  Call for Participation – AOM 2024 PDW "Gamification in Management Education: Incorporation of AI and Advanced Technologies"

    Posted 07-16-2024 10:14

    == apologies for cross posting ==

    Dear colleagues

    I am excited to invite you on behalf of all organizers to this year's AOM PDW "Gamification in Management Education: Incorporation of AI and Advanced Technologies". 

    Having run this PDW for three years, this year, we're focusing on incorporating AI and other advanced technologies into the gamification process.

    It would be great to see our CTO/IS community joining the discussion around gamification and management education at AOM (see all details below).

    Happy to see you all in Chicago!

    Cheers

    Andreas on behalf of all organizers

    ===== SESSION INFORMATION =====

    Date: Friday, August 9 Time: 1:00 PM to 2:30 PM Chicago time

    Location: Hyatt, Grand Hall MN - Ballroom level (East tower)

    Bookmark the session online in the AOM program: https://aom2024.eventscribe.net/index.asp?presTarget=2776306

    Organizer: S.R. Aurora (a.k.a. Mai P. Trinh) - UTRGV, United States

    Panelist: Andreas Janson - U. of St. Gallen

    Panelist: Sofia Schöbel - U. of Osnabrück

    Panelist: S.R. Aurora (a.k.a. Mai P. Trinh) - UTRGV, United States

    Panelist: Janice Super, Murray State U., United States

    ABSTRACT

    Gamification is the use of video game elements such as badges, leaderboards, quests, and resources in non-game contexts (Deterding, 2012). In recent years, the use of gamification has been on the rise due to its ability to use "game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems" (Kapp, 2012, p. 125). In education, the use of gamification has been associated with positive results in student performance, motivation, engagement, attitude towards gamification, collaboration, and social awareness (Antonaci et al., 2019). In this PDW, we aim to provide higher educators, especially those who are teaching hybrid or online courses, with insights regarding how to gamify their classes. This year, the session will focus on the incorporation of artificial intelligences (AI) and other advanced technologies in the gamification process. The organizers have gathered a diverse panel of experts in gamification with a wide range of experience using gamification in teaching, research, and practice in different settings. We propose a gamified PDW that will last for two hours, divided into two parts. In part I, our diverse panelists will briefly introduce how they have applied gamification in their own teaching and research. In part II, we will ask panelists to each lead a roundtable discussion to help participants brainstorm gamification ideas that they can readily apply in their own classes.



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    Dr. Andreas Janson
    Universität St.Gallen | University of St.Gallen
    Projektleiter | Postdoctoral Researcher
    Institut für Wirtschaftsinformatik (IWI-HSG) | Institute of Information Systems and Digital Business (IWI-HSG)
    https://www.iwi.unisg.ch
    Müller-Friedberg-Strasse 8, 9000 St.Gallen
    andreas.janson@unisg.ch | https://iwi.unisg.ch/en/chairs/postdocs-and-assistant-professors/dr-andreas-janson/ | https://sites.google.com/view/jansonandreas/
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