Abstract (Translated):
In the project MARTINA a gamification approach was chosen for the artifact, which is the MARTINA-App for smartphones using Android. It transfers elements typically found in games to other areas, such as design principles, or thought patterns and mechanics, in order to make the users aware of features such as problem-solving, motivational enhancement, behavioral change and increased interaction. This principle already exists, for instance, in the fitness and healthcare industry, customer loyalty programs and education. To apply the principle, an app ('MARTINA') has been developed in a cross-cluster cooperation between the media and creative industries and the logistics industry, currently being at trial version-status. Design approaches including rapid prototyping require feedback by the target audience towards which an artifact is geared. Proceeding in this fashion ensures a result that makes for effective use in practice. The aim of the current survey has been, on the one hand, to recognize attitudes towards continuing education and, on the other hand, to determine the applicability of the app for further development based the results of the survey. In addition to a quantitative study reported in no. 56 of this series, a qualitative interview- based investigation was pursued which is described and evaluated extensively in the current paper.