Intention for enhancing metaverse-based learning using gamification among university students: a study using Delphi and structural equation modelling approaches

被引:0
|
作者
Das, Tarinmoy [1 ]
Kondamudi, Sivaji Ganesh [1 ]
Babakerkhell, Mohammad Dawood [2 ]
Pal, Debajyoti [3 ]
Roy, Rita [4 ]
Funilkul, Suree [3 ]
机构
[1] GITAM Deemed Univ, GITAM Sch Business, Visakhapatnam, Andhra Pradesh, India
[2] Shaikh Zayed Univ Khost, Dept Informat Technol, Khost, Afghanistan
[3] King Mongkuts Univ Technol, Sch Informat Technol, Bangkok, Thailand
[4] GITAM Deemed Univ, GITAM Inst technol, Dept Comp Sci & Engn, Visakhapatnam, Andhra Pradesh, India
来源
COGENT BUSINESS & MANAGEMENT | 2024年 / 11卷 / 01期
关键词
Gamification; metaverse-based learning; university students; Delphi method; developing nations; Hui Shan Loh; Singapore University of Social Sciences; Singapore; Business; Management and Accounting; Management of IT; Technology; TECHNOLOGY ACCEPTANCE MODEL; READINESS INDEX; USER ACCEPTANCE; ADOPTION; EDUCATION; DESIGN;
D O I
10.1080/23311975.2024.2380016
中图分类号
F [经济];
学科分类号
02 ;
摘要
The study investigates the influence of gamification on the education sector, focusing on increasing metaverse-based learning among university students. Using technology for student engagement, retention, and acquisition could give the Indian education system a competitive edge, especially in a growing country like India. The education system may also have an effect if it provides high-quality services. This study proposed 12 hypotheses. First, the Delphi method was performed with the help of academic and industrial experts. Subsequently, a survey of university students was conducted. Twelve hypotheses were tested, out of which six were accepted. No significant relationships existed between trust, attitude and perceived ease of use. Neither discomfort nor insecurity had any significant association with perceived usefulness and ease of use. Thus, six hypotheses were rejected. Gamification can boost metaverse-based learning. University students benefited from this research. Simultaneously, educators can motivate students to learn by using novel approaches. The present investigation suggests exploring all the potential applications of gamification that were not covered in previous studies. This study focused solely on the educational sector. This expands the potential of performing additional research in other unexplored sectors. This research was carried out only in a developing nation, India. So, research can also be conducted in other developing nations. Demographic details like age, location, and occupation could be incorporated into future studies.
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页数:23
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