Continuance Intention on Gamifikasi in E-Learning Using Extended Expectation-Confirmation Model

Hikmah Agung Sasono, E. Pramana, Lukman Zaman P. C. S. W
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Abstract

In an effort to examine user continuance intentions after using gamification in e-learning, this research was conducted to identify the factors that influence gamification in e-learning using the theoretical model of ECM, then analyze the relationship between the influencing construct variables, and explain the practical and theoretical implications of the effect of gamification in e-learning on user's continued intention to reuse. The theoretical model was developed from the Extended Expectation-Confirmation model (ECM) by integrating the influencing determinants. Descriptive analysis and hypothesis testing using the SEM technique used the Amos 24 application to analyze and interpret data from 496 respondents who participated in an online questionnaire distributed via chat applications and social media. Significant test results have been found for users after using gamification in e-learning, the confirmation variable has a high positive correlation in influencing satisfaction according to the expectations felt by users. The results of the Pearson correlation test conducted show that if the value of gamification user satisfaction in e-learning increases, the intention to continue using e-learning will also increase as found in the five hypothetical determinants that have a direct effect on continuous intention, namely perceived usefulness, satisfaction, engagement, flow, perceived enjoyment. The practical meaning of the findings has a significant effect on continuous intention for educational institutions to research and develop innovative online learning models with gamification to increase the level of user participation, for teachers to ensure that the implementation of the gamification feature has a positive direct effect on sustainability intentions, for users to be able to provide confirmation of benefits obtained with a sense of satisfaction to continue using gamification in e-learning. This study predicts the continuance intention of gamification users in e-learning by analyzing theoretical models influenced by 4 basic ECM constructs plus 3 exogenous variables of engagement, perceived enjoyment and flow. Testing the construct hypothesis, presenting a comprehensive SEM analysis, producing direct and indirect positive significance tests on continuous intention.
基于扩展期望-确认模型的电子学习中游戏的延续意向研究
本研究以电子学习游戏化对用户持续使用意愿的影响为研究对象,运用ECM理论模型识别影响电子学习游戏化的因素,分析影响构式变量之间的关系,并解释电子学习游戏化对用户持续使用意愿影响的实践意义和理论意义。理论模型是在扩展期望-确认模型(ECM)的基础上,通过整合影响因素而建立起来的。使用SEM技术的描述性分析和假设检验使用Amos 24应用程序分析和解释来自496名受访者的数据,这些受访者参与了通过聊天应用程序和社交媒体分发的在线问卷。用户在电子学习中使用游戏化后的测试结果显著,根据用户所感受到的期望,确认变量在影响满意度方面具有高度的正相关。Pearson相关检验的结果表明,如果电子学习中游戏化用户满意度的价值增加,继续使用电子学习的意图也会增加,这在五个假设的决定因素中发现,它们对持续的意图有直接影响,即感知有用性、满意度、参与度、流量、感知享受。研究结果的实践意义显著影响了教育机构研究和开发具有游戏化特征的创新在线学习模式以提高用户参与水平的持续意愿,对于教师确保游戏化特征的实施对可持续性意愿具有积极的直接影响。对于用户来说,能够提供获得的利益的确认,并有继续在电子学习中使用游戏化的满足感。本研究通过分析受4个基本ECM结构和3个外生变量(参与度、感知享受和流)影响的理论模型,预测电子学习中游戏化用户的继续意愿。对构念假设进行检验,进行全面的SEM分析,对持续意向进行直接和间接的正向显著性检验。
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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