Fuzzy Multicriteria Models for Decision Making in Gamification

被引:6
|
作者
Carnero, Maria Carmen [1 ,2 ]
机构
[1] Univ Castilla La Mancha, Tech Sch Ind Engn, Dept Business Management, Ciudad Real 13005, Spain
[2] Univ Lisbon, Inst Super Tecn, CEG IST, P-1649004 Lisbon, Portugal
关键词
gamification; fuzzy AHP; MACBETH; teaching; EXTENT ANALYSIS METHOD; RISK ANALYSIS; AHP; ALTERNATIVES; SELECTION; MACBETH; MAINTENANCE; PRIORITIES; KNOWLEDGE; SYSTEMS;
D O I
10.3390/math8050682
中图分类号
O1 [数学];
学科分类号
0701 ; 070101 ;
摘要
Gamification is an innovative teaching technique that may prove hugely beneficial when properly used. For this reason, since 2002, the number of situations in which gamification is used has increased exponentially. This large number of options makes it difficult to choose the best application, especially in circumstances where there is the usual uncertainty that real-life decision making involves. To address this problem, this study creates two models, one using a fuzzy analytic hierarchy process (AHP), and the other, which combines fuzzy AHP with the measuring attractiveness by a categorical-based evaluation technique (MACBETH) approach, to choose the best gamification application for the 'Operations Management' course, within the Masters in Industrial Engineering. This is the first contribution in the literature combining fuzzy AHP and MACBETH. The decision centre used was the lecturer who teaches the course. There is no precedent in the literature using fuzzy logic to choose the best gamification application for a course. The results of the study show that Socrative is the best gamification application for this course within the Masters, and, as the models begin to be used in degree courses, the better choice would be Quizizz, the more clearly the earlier the course is taught within the degree programme.
引用
收藏
页数:23
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