# Combining Gamification and Augmented Reality to Raise Interest in Logistics Careers
## 4 Results
### Phase 2: Players and Teachers  
Phase two dealt with the analysis of the semi-structured questionnaire presented to students and teachers to find out how the app is evaluated and its benefits for increasing the attractiveness of the logistics sector. The evaluation of the question \"How much did you like _Logistify?_\" showed that all three games were overall rated very positively by the 39 survey participants. Game 1 \"Choose the Transport\" received the best score (\(\mu=1.38\), \(\sigma=0.67\)), which is a significant positive result. The low standard deviation showed that most participants agreed with giving a good score. Additionally, when analysing the remaining questions of the survey, it became clear that game 1 was the favourite for most participants. Game 2 \"Transportation Chains\" received the second-best score (\(\mu=1.69\), \(\sigma=1.13\)), which also represents a favourable result. Since the standard deviation is quite high, the participants did not fully agree on the rating. Game 3 \"Professions\" received the lowest score compared to the other games (\(\mu=1.79\), \(\sigma=0.99\)), which is still a favourable result. In summary, these results, which are the only quantitative deliverable of the semi-structured evaluation, show that the approach is highly embraced.  
The results of question two \"Which highlights did you experience during _Logistify?_\" is structured based on the three games. In game 1, the playful learning, the AR features and the good game concept were positively emphasized. The participants found that they developed a greater understanding of logistical processes and the importance of green logistics through the additional information while playing _Logistify_ than without a gamified environment. Mixed feedback was given on the level of difficulty and usability. This can be attributed to the fact that digital natives were more familiar with _Logistify_ than digital immigrants. In game 2, the gamified concept, the augmented reality graphics, and the visualization of the logistical steps on the transport route were positively emphasized. The level of difficulty of _Logistify_ was rated differently. Several players stated that game 2 needs a more detailed explanation. This feedback was picked up in an updated version of _Logistify_.  
The final question, \"Which opportunities for improvement do you see for _Logistify?_\", addressed potential gaps. The feedback shows that the players' prior knowledge in the field of logistics chains and transport processes is relevant. If the prior knowledge is limited, the users need to receive some information on transport chains before playing _Logistify_. The third game was rated by the players to be informative and a good source of information about the requirements of the specific logistics careers. However, game 3 was rated as too protracted and more boring than the other two games. Some aspects that could be improved were mentioned, e.g., that the presentation of the advantages and disadvantages of the individual means of transport could be improved or that the solution should be given at the end of each game. These are important hints that will be taken into account in the further refinement of the app.  
The results of the questions addressed to the teachers showed that the innovative teaching approach and AR technology were considered as being very contemporary. For most of them, it was the first-time using gamified AR. They argued that the topic of logistics professions and sustainability fit well with the curriculum of their study programs. Games 1, 2, and 3 were rated as very well designed, although handling Game 1 was sometimes difficult, referring to the challenges of operating the crane. The teachers recommended designing pre- and post-preparation material to discuss and consolidate the learned content. Moreover, the teachers stressed that they were not aware of the broad and interesting spectrum of logistics careers.