Abstract
Like many other academic disciplines, gamified learning environments are increasing in IS education. Creating and using gamified learning experiences contributes to "flipped classrooms" and is widely viewed as a mechanism for increasing course engagement among millennial students. This paper describes the creation and use of a social media module for a MIS course that uses game elements to introduce students to LinkedIn's Student and Alumni Tool and how it can be used to build social capital. Because LinkedIn Student & Alumni tool is relatively unknown among students, the social media module, which we call the University Pages Game, also provides instructors with a vehicle for illustrating precepts of the Unified Theory of Acceptance and Use of Technology (UTAUT).
Original language | English |
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State | Published - 2016 |
Event | 2016 AIS SIGED International Conference on IS Education and Research - Dublin, Ireland Duration: Dec 11 2016 → Dec 14 2016 |
Conference
Conference | 2016 AIS SIGED International Conference on IS Education and Research |
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Country/Territory | Ireland |
City | Dublin |
Period | 12/11/16 → 12/14/16 |
Scopus Subject Areas
- Information Systems
- Education
Keywords
- Gamification
- Social capital
- Social media
- UTAUT