Use of gamification to enhance e-learning experience

适度 心理学 技术接受模型 独创性 结构方程建模 可用性 背景(考古学) 社会心理学 数学教育 应用心理学 计算机科学 人机交互 创造力 机器学习 古生物学 生物
作者
Neerja Kashive,Sayali Mohite
出处
期刊:Interactive Technology and Smart Education [Emerald (MCB UP)]
卷期号:20 (4): 554-575 被引量:34
标识
DOI:10.1108/itse-05-2022-0058
摘要

Purpose This study aims to look at the integration of gamification in an e-learning model based on the technology acceptance model. The data was collected from respondents residing in India and elements of gamification (achievement, immersion and social) and personal characteristics of learners (self-efficacy, computer anxiety and enjoyment) and their impact on perceived ease of use (PEOU) and perceived usefulness (PU) were tested. Design/methodology/approach The data were collected from students and professionals who have ever played games during learning while using an e-learning module. Structural equation modeling using smart partial least square was used to create a model. Findings The findings showed that enjoyment affected both PEOU and PU and attitude toward e-learning. Achievement and social elements impacted attitude and the immersion element moderated the relation between enjoyment and PEOU and PU. These finally impact attitude and satisfaction, leading to higher intention to use e-learning platforms. Research limitations/implications Because this study is very specific to the Indian context, a broad generalization requires further exploration in other cultural contexts. The absence of this exploration is one of the limitations of this study. Originality/value This study tested the GAMEFULQUEST suggested by Högberg et al. (2019) based on self-determination theory and its impact on the overall e-learning experience. The moderation of immersion has come out to be significant and achievement and social elements impacted attitude.

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