<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification of Business Process Modeling: A Board Game Approach to Knowledge Acquisition and Business Process Modeling with BPMN</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bahar Kutun</string-name>
          <email>Bahar.Kutun@thi.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Business School Technische Hochschule Ingolstadt Ingolstadt</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification</institution>
          ,
          <addr-line>Business Process Management, board game, BPMN, Game Based Learning, knowledge acquisition, knowledge transfer, process modeling</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <abstract>
        <p>Gamification of learning, the application of game design elements to learning activities, has increased over the last years, due to its potential to enhance learning. Following this assumption, we developed a board game in the style of a “wheel of fortune”, which is known to most people from television or trade fairs. The content of the wheel refers to the modeling language Business Process Model and Notation (BPMN). The basic idea of the BPMN wheel game is that players learn basics about BPMN and these can apply practically. The board game is suitable for a lecture in universities or enterprise trainings. The prototype was tested and evaluated in the course 'Business Process Management (BPM)' of the bachelor's program 'Digital Business' at Technische Hochschule Ingolstadt. This contribution should be considered as work in progress.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>
        Playing games fascinate people. If people are
observed during a game session, an ongoing
motivation is remarkable. Huizinga defined
gaming as an activity, which is carried out
completely free without constraint, and where the
human feels pleasure [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Hence, gamification,
defined as “the use of game design elements in
non-game contexts” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] has become a popular
method used to foster human motivation and
performance in regard to a given activity. Given
this potential, the idea of using the motivational
power of games for the learning context is
reasonable. The ultimate goal of teaching is to
foster learning. Gamification is a relatively new
approach that has shown a potential benefit to
learning [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Gamified approaches overcome
demotivating factors that could make learning
more difficult or even impossible. Based on the
concept of gamification, we developed a board
game as a kind of wheels of fortune to increase
learners (learning) motivation to acquire (new)
knowledge in the field of business process
modeling. We also aim to improve the model
quality of business processes. Using the board
game we intend to answer the following research
questions in this article:
RQ1: Can the use of gamified solutions support
knowledge acquisition and knowledge transfer in
the field of BPMN?
RQ2: Can gamification improve the model quality
of business processes?
The developed board game is not intended to
replace a whole course, but to be embedded into
an interactive teaching part.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Concept and Implementation</title>
      <p>2.1 Game design elements
2.1.1 BPMN wheel game content
The BPMN wheel game was developed with the
learning matter ‘BPMN’ [4, 5 and 6]. Players can
get an overview of the modeling language BPMN
and practice their knowledge by modeling a
business process.</p>
      <sec id="sec-3-1">
        <title>2.1.2 BPMN wheel game design</title>
        <p>The core of the board game is the BPMN wheel
and another wheel for the collection of notation
elements needed for process modeling. The
BPMN wheel contains 14 fields consisting of four
field types called learning cards, control question
cards, teamwork and notation elements wheel (see
figure 1). The notation elements wheel (second
wheel) includes also 14 fields for collecting the
usual notation elements, e.g., activities and events
(see figure 2). The number of fields per field type
was adjusted after a real test to influence positively
the game flow. Thus, there is an uneven
distribution of the total number of fields to the
field types.
2.1.3 Elements for knowledge acquisition and
process modeling</p>
        <p> Learning cards and control question cards
We created 40 learning cards of the same color for
the theoretical learning content needed for process
modeling. We defined headings for the
information printed on the learning card. This
should support players by structuring the learning
matter.</p>
        <p> Control question cards
20 same-colored control question cards should
query the theoretical learning content and support
the learning process. Questions of various types,
i.e., open and closed questions, are placed on the
front of the control question cards. Students can
see the answer of each question on the backside of
the control question card. Players get coins as a
reward for correct answers. The color of the coin,
which can be collected by answering a question
correctly, is printed on the front of the control
question card. Collected coins can be redeemed for
(missing) notation elements afterwards.</p>
        <p> Notation elements
We prepared moderation cards for the different
notation element types to enable business process
modeling. For that reason, a game set includes
cards for activities, events, gateways, data objects
and lanes. These can be collected throughout the
time of playing. Collected cards can attached on
presentation paper during the time of teamwork.</p>
      </sec>
      <sec id="sec-3-2">
        <title>2.1.4 Game mechanics</title>
        <p>In order to motivate players and catch the
attention of the different player types Bartle
identified [7, 8 and 9], we implemented a set of 14
game mechanics, i.e., badges and clear goals. The
following table lists some selected game
mechanics and their implementation in the BPMN
wheel game.
… and how it is
implemented in the game
The winning team is
crowned as an expert team
in the modeling with
BPMN.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Correct modeling of the</title>
        <p>business process.</p>
        <p>Players can select and
arrange notation elements
as desired.</p>
      </sec>
      <sec id="sec-3-4">
        <title>Epic Meaning</title>
      </sec>
      <sec id="sec-3-5">
        <title>Quests</title>
        <p>Transparency
results
of
…
…
…
…</p>
      </sec>
      <sec id="sec-3-6">
        <title>Each player contributes to the team success.</title>
      </sec>
      <sec id="sec-3-7">
        <title>Control questions of different question types as well as modeling of the business process.</title>
      </sec>
      <sec id="sec-3-8">
        <title>Players know the color of the coin they can collect.</title>
        <p>2.2 Prototype and Playing
We implemented the prototype according to the
concept discussed above. Figure 3 illustrates the
elements of a BPMN wheel game box.
In the game are two phases: the learning phase and
the modeling phase. In the learning phase,
theoretical basics are learned and questions are
answered related to BPMN. In the modeling
phase, the theoretical contents learned are
implemented by attaching the collected notation
elements to the moderation paper.
The gameplay looks like this: Students organize
themselves in teams of 3-4 people. The teams get
a modeling task in form of a verbal description.
The board game is played clockwise. The players
follow the instructions related to the ‘rotated’
fields (see table 2 and table 3). The winner team is
the team who has modeled the business process
with fewest errors within the given time slot.
The following table lists the fields and the actions
to be taken on the field.</p>
      </sec>
      <sec id="sec-3-9">
        <title>Draw a question card and</title>
        <p>read the question aloud.
Try to answer the
question. Your team
members can support
you, if you are not able to
answer. Check the
answer printed on the
backside. The color of the
coin, which can be
collected by answering
correctly, is printed on
the front of the control
question card.</p>
        <p>Turn the notation
elements wheel and
follow the instruction
(see table 3).</p>
      </sec>
      <sec id="sec-3-10">
        <title>You should model the process with the collected notation elements in 3</title>
        <p>minutes. Collected coins
can be redeemed for
missing notation
elements now.</p>
      </sec>
      <sec id="sec-3-11">
        <title>Instruction</title>
      </sec>
      <sec id="sec-3-12">
        <title>Draw an activity card and label it according the textual process description.</title>
      </sec>
      <sec id="sec-3-13">
        <title>Pick a suitable event.</title>
        <p>You have the choice
between a start event, an
intermediate event and an
end event. Again, within
these you have to choose
the types, i.e., message
event or timer.</p>
        <p>Choose from
gateways, i.e.,
based gateway
exclusive gateway.
different
event
or</p>
      </sec>
      <sec id="sec-3-14">
        <title>Collect artifacts, i.e. data objects.</title>
      </sec>
      <sec id="sec-3-15">
        <title>Draw a lane card and label it.</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3 Research Methodology and Results</title>
      <p>We tested and evaluated the BPMN wheel game
in the course ‘BPM’ of the bachelor’s program
‘Digital Business’ at the Technische Hochschule
Ingolstadt with 52 students. The course takes place
in the 3rd semester. The 52 attending students were
divided in an experimental and a control group
randomly. In the experimental group were 28
students, while 24 students participated in the
control group. Smaller teams of 3-4 students were
formed in each group. The teams of the
experimental group played the BPMN wheel
game, while teams of the control group got some
selected literary extracts. The teams got for
modeling the given business process a timeframe
of 70 minutes. The control group had to return the
literature at the beginning of the modeling part
after about half the time.</p>
      <p>In order to measure the learning success of both
groups, we conducted identical pre and post
knowledge tests. The test consists of a theoretical
part and a modeling part. In the modeling part, the
students had to model two small processes.
Students could achieve 3 points for each question
in the theoretical part. A student could achieve a
maximum of 30 points (3 points x 10 questions) in
the theoretical part. A student could score a
maximum of 10 points in the modeling part. For
the entire test, a student could thus get a maximum
of 40 points (30 points + 10 points). The
experimental group could score a maximum of
840 points (28 students x 30 points) for the
theoretical part and 280 points (28 students x 10
points) for the modeling part. Accordingly, the
experimental group could score a maximum of
1,120 points (840 points + 280 points) for the
entire test. The control group could score a
maximum of 720 points (24 students x 30 points)
for the theoretical part and 240 points (24 students
x 10 points) for the modeling part. Hence, the
control group could achieve a maximum of 960
points (720 points + 240 points) for the entire test.
Figure 4 and 5 demonstrates aggregated scores for
both groups and the change of absolute numbers
and relative shares.
From the results of the knowledge tests, the
following findings can be achieved: Both groups
have improved about equally well in the
theoretical part of the knowledge test. It is
noticeable, that the control group was significantly
better than the experimental group in the modeling
part of the knowledge test (pre). The control group
was also better than the experimental group in the
modeling part of the post knowledge test. This
may be because the experimental group did not
draw enough learning and control question cards
for the practical modeling part. Instead, the control
group had all the theoretical as well as the
modeling information in more compact and
structured form because of the literary extracts. In
the modeling part of the knowledge tests, two
smaller processes were depicted, dealing with
specific gateways. Most likely, the teams in the
experimental group did not draw the cards with
this specific gateways used in the modeling part of
the knowledge tests. Since both groups knew that
process modeling was following, it may be that the
control group has focused more on modeling. In
addition, th groups knew that the identical
knowledge test would be carried out after the
learning activity. Probably the teams of the control
group have dealt with similar modeling examples
or gateways more intensively. It is also possible
that the control group has delegated tasks to the
team members, so that each team member has
dealt with a specific topic. The team members
could have exchanged intensively. This would
make it possible to gain deeper insights.</p>
    </sec>
    <sec id="sec-5">
      <title>4 Conclusion and Directions for</title>
    </sec>
    <sec id="sec-6">
      <title>Further Research</title>
      <p>We developed and evaluated a board game in
form of wheels of fortune for the modeling
language BPMN. The first experiences we gained
were positive. The experimental group was able to
acquire theoretical knowledge about BPMN and to
reduce the errors in process modeling. Thus, the
game has supported the knowledge acquisition and
knowledge transfer in the field of the modeling
language BPMN (RQ1). The practical
implementation of the theoretical knowledge had
a positive influence on the model quality (RQ2).
Nevertheless, it is noticeable that the control group
was able to acquire knowledge as well as improve
model quality. This may be due to the reasons
given in Chapter 3.</p>
      <p>In order to measure the learning success more
accurately, the same knowledge test was carried
out after about 3 weeks again. This is to test the
retention effect. It will certainly be interesting to
compare these test results as well.</p>
      <p>In order to consolidate our findings, we will
conduct further evaluations with other student
groups.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <surname>Huizinga</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , and
          <string-name>
            <surname>Flitner</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2009</year>
          ).
          <article-title>Homo ludens</article-title>
          .
          <source>Vom Ursprung der Kultur im Spiel</source>
          . Rowohlt, Reinbek.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dixon</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khaled</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , and Nacke, l. (
          <year>2011</year>
          ).
          <article-title>From game design elements to gamefulness: defining gamification</article-title>
          .
          <source>Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments</source>
          . 9-
          <fpage>15</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <surname>Kapp</surname>
            ,
            <given-names>K.M.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>The gamification of learning and instruction: game-based methods and strategies for training and education</article-title>
          . John Wiley &amp; Sons, San Francisco.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <surname>Allweyer</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>BPMN 2.0 - Business Process Model and Notation: Einführung in den Standard für die Geschäftsprozessmodellierung</article-title>
          . BOD, Norderstedt.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Freund</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          and
          <string-name>
            <surname>Rücker</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <source>Praxishandbuch BPMN 2</source>
          .0.
          <string-name>
            <surname>Hanser</surname>
          </string-name>
          , München.
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>Fleischmann</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Oppl</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schmidt</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          and
          <string-name>
            <surname>Stary</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          (
          <year>2018</year>
          ).
          <source>Ganzheitliche Digitalisierung von Prozessen: Perspektivenwechsel - Design Thinking - wertegeleitete Interaktion</source>
          . Springer Vieweg, Wiesbaden.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Bartle</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          (
          <year>1996</year>
          ).
          <article-title>Hearts, clubs, diamonds, spades: Players who suit MUDs</article-title>
          .
          <source>Journal of MUD research</source>
          , http://mud.co.uk/richard/hcds.htm.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <surname>Deißler</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>Welche Spielertypen gibt es?</article-title>
          , http://digitalfit.de/spielertypen.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <surname>Zichermann</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          and
          <string-name>
            <surname>Cunningham</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          (
          <year>2011</year>
          ).
          <article-title>Gamification by design: Implementing game mechanics in web and mobile apps.</article-title>
          <string-name>
            <surname>O'Reilly Media</surname>
          </string-name>
          , Sebastopol.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>