Factors Affecting Students’ Intention of Gamification for Learning Model in the Covid- 19 Pandemic Era at Indonesia: A Confirmatory Factor Analysis

Reny Nadlifatin, S. F. Persada, G. W. Bhawika, Gogor Arif Handiwibowo, Lissa Rosdiana Noer, Bima Sakti Prayitno, M. Rahman
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引用次数: 1

Abstract

The current study explores the measurement of gamification-based distance learning education on campus in the Covid-19 period. Thriving from the regular distance learning during the pandemic Covid-19, the element of interactive study and fun through games will help the students resolve their process of learning. The well famous Technology Acceptance Model, to include the perceived interactivity, is used as the measurement model. The assessment uses the confirmatory factor analysis, and nine hypotheses are stated. The research collects a total of 150 higher education students as the instrument of the sample. The data is analysed by a structural equation model to evaluate hypotheses testing. The result shows the suitability model in explaining the students’ intention up to use gamification-based education. A total of seven out of nine hypotheses are accepted. AT presents the most dominant influence value to BI with the beta value of 0.87. The overall model explains 76 percent of total intention in the measurement model. The theoretical and practical implications are further explained.
Covid- 19大流行时期印度尼西亚学生游戏化学习模式意向的影响因素:验证性因素分析
本研究旨在探讨新冠肺炎疫情期间基于游戏化的校园远程教育的测量情况。在新冠肺炎疫情期间的常规远程学习中,互动学习和游戏乐趣的元素将帮助学生解决他们的学习过程。采用著名的技术接受模型(Technology Acceptance Model)作为测量模型,该模型包含了可感知的交互性。评估采用验证性因子分析,并提出九个假设。本研究共收集了150名高等教育学生作为工具样本。采用结构方程模型对数据进行分析,以评估假设检验。结果表明,适合性模型可以解释学生使用游戏化教育的意愿。9个假设中有7个被接受。AT对BI的影响值最显著,beta值为0.87。整体模型解释了测量模型中76%的总意图。进一步阐述了理论和实践意义。
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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