Boosting Motivation Through Process Gamification: Evidence from Higher Education
Boosting motivation is a challenging task on the way of additional productivity, especially considering new generations Y and Z. In this paper we combine set of methods from process management, pedagogics and psychology to develop an interactive gamification process and test it for generations Y and Z currently studying in the leading Russian university. The efficiency of approach is demonstrated on several models and authors suggest ways how to implement them.
Gamification refers to the use of game elements and designs in non-game environments. As a result customers and employees involved stay more focused and motivated to accomplish the chosen goal. We explore customer engagement practices (gamification) of the Russian companies including application areas, funding and perceived efficiency of these initiatives and their shifts over time. Our analysis is based on two waves of data collection: 2015 and 2018, as the result we outline four groups of practices based on the scope of the gamification techniques used and variety of the business processes involved.
This volume collects all scientific contributions to the workshops at S-BPM ONE 2018. During the conference, they are presented and discussed jointly with practitioners’ contributions in a series of interactive half-day workshops.
The article is based on the results obtained by participants research seminar the faculty of business Informatics of the Higher School of Economics. Objective – to study the possibilities of learning management as a process and application of modern information technologies and tools. The learning process is defined as joint activity of participants for organization of study discipline, receive regular and procedural knowledge. For research the learning process discipline "Modeling and optimization of business processes" was chosen. The features of learning process, requirements of process management, modeling and assessment capabilities of automated process management were defined. The analysis is based on information of real process Faculty of Business Informatics. Requirements for learning process were identified. Different notations for modeling were used: eEPC (ARIS); interaction diagram and behavior diagram (Metasonic). It was shown that satisfaction of requirements for process is provided on subject-oriented approach and it is almost impossible for classical approach. Principles of sharing the learning process into smaller processes, process models (interaction diagrams and behavior diagrams of subjects) are developed. Possibility of changing process management with help of subjects (teachers, students) without programming, including the automated generation of workflow application were presented. Results of research can be useful for any organization thinking about the transition from traditional rigid structure to a more modern reflexive organization with network communications.
This book constitutes the proceedings of the 6th European Conference on Massive Open Online Courses, EMOOCs 2019, held in Naples, Italy, in May 2019.
The 15 full and 6 short papers presented in this volume were carefully reviewed and selected from 42 submissions. Massive Open Online Courses (MOOCs) have marked a milestone in the use of technology for education. The reach, potential, and possibilities of EMOOCs are immense. But they are not only restricted to global outreach: the same technology can be used to improve teaching on campus and training inside companies and institutions.
The chapter 'Goal Setting and Striving in MOOCs. A Peek inside the Black Box of Learner Behaviour' is open access under a CC BY 4.0 license at link.springer.com.
This article describes the methods and techniques used in teaching Arabic language at an advanced stage for gamification (i.e. the integrated use of gaming technology) of educational process
In this study we analyze co-adoption of several modern concepts of enterprise architecture creation and describe real-time business processes generation on global cloud-based self-generated business service basis to increase the agility of enterprise. We simulated the process of generating the business model started by particular business request with the support of subject-oriented business process management approach that results in particular business process architecture, which is approved or rejected/corrected by board of directors and architectural committee of the enterprise. During that generation all necessary requirements for supporting resources, such as information, know-how, intellectual and professional skills, inputs and outputs, quality and operational risk limitations, moderation, control and monitoring, are formed. On a next twist of the development all formed requirements are to be satisfied by appropriate selections from the cloud facilities and again approved. Finally after several iterations business model will be created in reality and could be executed with predicted results. Briefly that means that certain sets of valued and weighted business process replicas are located in Clouds. In addition to that, in this article we have provided the advanced view on the topic with attempt to install a virtual SOA torrent that catches services from the Internet and makes them available to customers and represents a business service basis for real-time business processes.