Students' Acceptance of Gamification in Higher Education

Chih-Hung Chung, Chunyi Shen, Yujun Qiu
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引用次数: 36

Abstract

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.
高等教育中学生对游戏化的接受程度
游戏化提供了一种实用的方法来改善学习过程,特别是学习者的动机。然而,关于学生在高等教育中使用游戏化的意图的研究很少。因此,本研究通过问卷调查对高等教育课程中的游戏化进行了探讨,并探讨了影响高等教育接受游戏化的因素。根据PLS-SEM的结果,学生应该开始以游戏为基础的学习内容,以更熟悉游戏化;此外,他们可以有一个积极的经验,这样他们就会增加他们的意图。成绩预期是影响学生接受游戏化的最重要因素。其他因素,如努力预期、社会影响、促进条件、参与、技能和控制,也是重要因素。通过本研究的结果,指导教师设计人员可以对课程内容的规划和提高课程的效率和效果有实质性的帮助。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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