Exploring the Online Gamified Learning Intentions of College Students: A Technology-Learning Behavior Acceptance Model

被引:7
|
作者
Yan, Haoqun [1 ]
Zhang, Hongfeng [1 ]
Su, Shaodan [1 ,2 ]
Lam, Johnny F. I. [1 ]
Wei, Xiaoyu [1 ,3 ]
机构
[1] Macao Polytech Univ, Fac Humanities & Social Sci, Macau 999078, Peoples R China
[2] Foshan Univ, Student Affairs Dept, Foshan 528011, Peoples R China
[3] Beijing Inst Technol, Sch Appl Sci & Civil Engn, Zhuhai 519088, Peoples R China
来源
APPLIED SCIENCES-BASEL | 2022年 / 12卷 / 24期
关键词
gamification; online education; technology-learning behavior acceptance model; learning behavior intention; college students; PERCEIVED USEFULNESS; USER ACCEPTANCE; GAMIFICATION; EDUCATION; VARIABLES; EASE; TAM; MOTIVATION; LEARNERS; IMPACT;
D O I
10.3390/app122412966
中图分类号
O6 [化学];
学科分类号
0703 ;
摘要
With the popularity of online education, multiple technology-based educational tools are gradually being introduced into online learning. The role of gamification in online education has been of interest to researchers. Based on learners' visual, auditory, and kinesthetic (VAK) learning styles, this study uses an empirical research method to investigate the behavioral intention of students to participate in online gamified classrooms in selected universities located in Guangdong province and Macao. The main contributions of this study are to focus on the impact that differences in learning styles may have on the behavioral intentions of learners and to include the "perceived learning task" as an external variable in the theoretical framework. The main research findings are: perceived usefulness and enjoyment are partially mediated between VAK learning styles and the intention to participate in online gamified classrooms; and perceived learning tasks are partially mediated between perceived usefulness and the intention to participate in online gamified classrooms. According to the findings and the Technology Acceptance Model (TAM), this study constructs the Technology-Learning Behavior Acceptance Model (T-LBAM) to explore the intrinsic influencing factors of students' intention to participate in gamified online classes and makes suggestions for future online gamification teaching.
引用
收藏
页数:21
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