Published: April 11, 2023
Language: Английский
Published: April 11, 2023
Language: Английский
Education and Information Technologies, Journal Year: 2023, Volume and Issue: 29(3), P. 2605 - 2623
Published: June 10, 2023
Language: Английский
Citations
28Psychology and Marketing, Journal Year: 2024, Volume and Issue: 41(5), P. 1045 - 1059
Published: Jan. 18, 2024
Abstract This research enriches the current understanding of digital marketing knowledge acquisition through game‐based learning (GBL). The study is based on a sample 476 participants who provided data before and after playing Ecommerce Game(™) . In this serious game, players must optimize conversion rate an e‐commerce venture. Data key variables measuring players' were collected. Before reported their perceived ease use, usefulness, attitude. After participants' knowledge, motivation, enjoyment, concentration measured. purpose was to determine positive impact GBL professional development participants. Participants that skills acquired in improved performance. Thus, results suggest acceptance game can be effective tool for acquire e‐commerce. motivation from gameplay significant aiding experiences. Encouragingly, expressed willingness replay emphasizing enjoyableness process.
Language: Английский
Citations
7Tạp chí Kinh tế và Phát triển, Journal Year: 2025, Volume and Issue: unknown
Published: Jan. 1, 2025
Nghiên cứu này nhằm mục tiêu đánh giá tác động của trò chơi hóa và chấp nhận rủi ro đến ý định khởi nghiệp kỹ thuật số sinh viên tại Việt Nam thông qua việc kết hợp hai mô hình lý thuyết là UTAUT S-O-R. đã thu thập khảo sát từ 377 đại học dữ liệu được phân tích bằng cấu trúc SEM-PLS để kiểm các giả thuyết. Kết quả cho thấy kỳ vọng hiệu suất điều kiện thuận lợi có ảnh hưởng cực sử dụng khả năng ro, đó gia tăng số. Đặc biệt, đóng vai trung gian quan trọng giữa số, giúp tự tin đối mặt với thực tế. nghiên nhà giáo dục quản trong thiết kế chương trình dựa trên phát triển lực kỷ nguyên
Citations
0Journal of Online and Distance Learning, Journal Year: 2024, Volume and Issue: 3(1), P. 53 - 65
Published: Feb. 18, 2024
Purpose: The main objective of this study was to examine the effectiveness gamification in online learning. Methodology: adopted a desktop research methodology. Desk refers secondary data or that which can be collected without fieldwork. is basically involved collecting from existing resources hence it often considered low cost technique as compared field research, executive’s time, telephone charges and directories. Thus, relied on already published studies, reports statistics. This easily accessed through journals library. Findings: findings revealed there exists contextual methodological gap relating learning. Preliminary empirical review significantly enhances student engagement, motivation, learning outcomes. It emphasized importance carefully integrating elements aligned with course objectives tailoring strategies meet diverse learner preferences for maximum impact environment. Unique Contribution Theory, Practice Policy: Self-Determination Theory (SDT), Flow Cognitive Load may used anchor future studies Based learning, several key recommendations made. First, educators instructional designers should thoughtfully incorporate into courses, ensuring alignment objectives. Clear instructions timely feedback within gamified components are crucial engagement. Customization cater characteristics recommended, options students choose their level Lastly, institutions instructors regularly evaluate iterate ensure continued evolving needs, treating dynamic tool enhancing engagement
Language: Английский
Citations
3Heliyon, Journal Year: 2024, Volume and Issue: 10(18), P. e36485 - e36485
Published: Aug. 24, 2024
Language: Английский
Citations
2Asian Journal of University Education, Journal Year: 2023, Volume and Issue: 19(2)
Published: April 30, 2023
Online learning has become compulsory when the world was facing Covid 19 outbreak.Accordingly, students' engagement and participation during online have been a major concern among teachers.By adapting Technology Acceptance Model (TAM), present study is carried out to examine influential factors towards intention use gamification classes.With of judgmental sampling, 283 usable responses gathered from undergraduate students in Malaysia.Results revealed that 'authentic' positively affects three mediating variables perceived value (PEU), usefulness (PU) enjoyment (PE).Additionally, PEU, PU PE posit positive learning.Furthermore, all mediators also effects relationship between authentic use.Thus, this affirms usability TAM context with extension authenticity as external factor factor.The results give implications for educators higher institutions modify their outcomes course content be more interesting usage tools.Perhaps, gives further insight future research apply other factors, such knowledge trust enrich context.
Language: Английский
Citations
5Kybernetes, Journal Year: 2024, Volume and Issue: unknown
Published: May 30, 2024
Purpose Gamification has emerged as a dynamic force in education, with increasing interest its impact on college students' learning. Most previous research regards gamification single element and only focuses the cognitive level of elements, lacking an overall exploration mechanism elements. Against backdrop virtual learning communities, we apply cognition-affection-conation theory to examine influence various elements online behaviors, examining both affective pathways. Design/methodology/approach Data were collected through predefined questionnaire from 11 Chinese 587 respondents participating study. SmartPLS was employed conduct Partial Least Squares (PLS) analysis model test hypotheses. Findings Our findings reveal that immersion achievement-oriented positively behavior. Conversely, social exhibits negative due burnout within communities. This study pioneers understand intricate mechanisms behaviors. The contributes enriched practical application behaviors Originality/value Unlike studies often treat focus solely aspects, this explores pathways using theory. By provides nuanced insights. In particular, behavior, while have burnout. comprehensive approach deepens our understanding how affects experiences, enriches knowledge, insights for educators instructional designers.
Language: Английский
Citations
1IJORER International Journal of Recent Educational Research, Journal Year: 2024, Volume and Issue: 5(5), P. 1311 - 1322
Published: Sept. 30, 2024
Objective: This research aims to address the gaps in country-specific e-learning studies by examining key factors influencing adoption Indonesia. Grounded a comprehensive literature review on flow theory, service quality, and technology acceptance models, study develops model that includes four independent variables (instructor characteristics, teaching materials, content design, enjoyment), two belief (perceived usefulness perceived ease of use), one dependent variable (intention use e-learning). Method: Data were collected from 404 respondents, comprising students lecturers at state Islamic universities Indonesia, using convenience sampling. The employed SEM-PLS for data analysis, validating instrument's reliability validity. Results: results offer insights into managerial implications suggest directions future adoption. Its confirm six hypotheses. Novelty: fills gap focusing Indonesia integrating models. It highlights roles playfulness, use, instructional design while challenging expected impact instructor characteristics. provides fresh technology-driven learning context developing countries.
Language: Английский
Citations
1International Journal of Advanced Corporate Learning (iJAC), Journal Year: 2024, Volume and Issue: 17(1), P. 85 - 95
Published: March 28, 2024
In the field of education, developing countries face numerous challenges, including limited resources, inadequate infrastructure, and a shortage qualified educators. This research paper explores transformative potential gamification in e-learning as strategic approach to mitigate these challenges bridge educational gaps countries. The study investigates impact integrating gamified elements into environment, aiming enhance student engagement, motivation, knowledge retention. employs mixed-methods approach, combining quantitative analysis performance metrics with qualitative insights from educators learners. investigation evaluates effectiveness fostering positive learning experience addressing specific prevalent nations. Additionally, examines adaptability platforms diverse cultural linguistic contexts, ensuring inclusivity relevance. findings this contribute valuable discourse on leveraging technology for advancement resource-constrained settings. By shedding light benefits within context countries, aims inform policymakers, educators, researchers innovative strategies quality accessibility education. Ultimately, seeks provide practical recommendations integration approaches, sustainable development global context.
Language: Английский
Citations
0Published: July 1, 2024
Language: Английский
Citations
0