ERIC Number: EJ1471746
Record Type: Journal
Publication Date: 2025
Pages: 18
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-1055-3096
EISSN: EISSN-2574-3872
Available Date: 0000-00-00
Can Gamification Change Learners' Ability and Motivation? Role of Eustress in the Context of Gamified ERP Training
Md Masum Ikbal Patwary; Asher John; Soomin Park; Yu Zhao; Dong-Heon Kwak; Butje Eddy Patuwo
Journal of Information Systems Education, v36 n2 p148-165 2025
Gamification, using game elements in nongame contexts, is widely recognized for its efficacy in training individuals within organizational and academic environments. Specifically, it has gained significant attention in training to operate complex systems like enterprise resource planning (ERP). However, research has generally overlooked how gamified training changes users' ability and motivation through eustress (challenging and positive stress). To address this gap, this study proposes that gamified training can increase users' ability and motivation. Self-efficacy and involvement are examined as representations of ability and motivation, respectively. Furthermore, we hypothesize that users' pre-training self-efficacy and involvement positively affect eustress experienced during gamified training, subsequently affecting post-training self-efficacy and involvement. To test research hypotheses, data were collected from 205 graduate students who participated in an ERP simulation game. The findings indicate a significant increase in self-efficacy and involvement after gamified training, substantiating the potential of gamification to enhance these aspects. Moreover, the study demonstrates that initial self-efficacy in learning ERP systems influences the experience of eustress during gamified training, ultimately impacting post-training self-efficacy and involvement. Our research sheds light on the transformative impact of gamified training and eustress in learning complex systems, providing valuable insights for gamification implementation in training practices.
Descriptors: Gamification, Cognitive Ability, Student Motivation, Training, Self Efficacy, Academic Ability, Graduate Students, Simulation, Stress Variables, Stress Management, Student Participation
Journal of Information Systems Education. e-mail: editor@jise.org; Web site: http://www.jise.org
Publication Type: Journal Articles; Reports - Research
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A
Author Affiliations: N/A