Students' Acceptance of Gamification in Higher Education

被引:23
|
作者
Chung, Chih-Hung [1 ]
Shen, Chunyi [1 ]
Qiu, Yu-Zhen [1 ]
机构
[1] Tamkang Univ, New Taipei, Taiwan
关键词
Flow Theory; Gamification; IPMA; PLS-SEM; UTAUT; INFORMATION-TECHNOLOGY; GAMES; FLOW;
D O I
10.4018/IJGBL.2019040101
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.
引用
收藏
页码:1 / 19
页数:19
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