Exploring the impact of gamified elements on college students' learning in virtual learning communities

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Kybernetes Pub Date : 2024-05-30 DOI:10.1108/k-01-2024-0017
Yongzhong Yang, Aixian Yu, JinJing Li, Mohsin Shafi, Muhammad Ashraf Fauzi
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引用次数: 0

Abstract

Purpose

Gamification has emerged as a dynamic force in education, with increasing interest in its impact on college students' learning. Most previous research regards gamification as a single element and only focuses on the cognitive level of gamification elements, lacking an overall exploration of the impact mechanism of gamification elements. Against the backdrop of virtual learning communities, we apply the cognition-affection-conation theory to examine the influence of various gamification elements on college students' online learning behaviors, examining both cognitive and affective pathways.

Design/methodology/approach

Data were collected through a predefined questionnaire from 11 Chinese virtual learning communities, with 587 respondents participating in the study. SmartPLS was employed to conduct a Partial Least Squares (PLS) analysis of the research model and test the hypotheses.

Findings

Our findings reveal that immersion and achievement-oriented gamification elements positively impact learning behavior. Conversely, the social gamification element exhibits a negative influence due to social burnout within virtual learning communities. This study pioneers a model to understand the intricate influence mechanisms of gamification elements on college students' online learning behaviors. The model contributes to the enriched exploration and practical application of college students' learning behaviors in virtual learning communities.

Originality/value

Unlike previous studies that often treat gamification as a single element and focus solely on cognitive aspects, this research explores both cognitive and affective pathways using cognition-affection-conation theory. By examining the influence of various gamification elements on college students' online learning behaviors in virtual learning communities, this study provides nuanced insights. In particular, immersion and achievement-oriented gamification elements positively impact learning behavior, while social gamification elements have a negative influence due to social burnout. This comprehensive approach deepens our understanding of how gamification affects students' learning experiences, enriches knowledge, and provides practical insights for educators and instructional designers.

探索游戏化元素对大学生在虚拟学习社区中学习的影响
目的游戏化已成为教育领域中一股活跃的力量,其对大学生学习的影响日益受到关注。以往的研究大多将游戏化视为单一元素,只关注游戏化元素的认知层面,缺乏对游戏化元素影响机制的整体探讨。在虚拟学习社区的背景下,我们运用认知-情感-共鸣理论来考察各种游戏化元素对大学生在线学习行为的影响,从认知和情感两个途径进行研究。设计/方法/途径通过预先设定的问卷,从11个中国虚拟学习社区中收集数据,共有587名受访者参与研究。研究结果我们的研究结果表明,沉浸式游戏化元素和成就导向型游戏化元素会对学习行为产生积极影响。相反,社交游戏化元素则会因虚拟学习社区中的社交倦怠而产生负面影响。本研究开创了一个模型来理解游戏化元素对大学生在线学习行为的复杂影响机制。独创性/价值以往的研究往往把游戏化作为单一元素,只关注认知方面,而本研究则不同,它运用认知-情感-联结理论,探索了认知和情感两个方面的途径。通过研究虚拟学习社区中各种游戏化元素对大学生在线学习行为的影响,本研究提供了细致入微的见解。其中,沉浸和成就导向的游戏化元素对学习行为产生了积极影响,而社交游戏化元素则因社交倦怠而产生了消极影响。这种综合方法加深了我们对游戏化如何影响学生学习体验的理解,丰富了知识,并为教育工作者和教学设计者提供了实用的见解。
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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来源期刊
Kybernetes
Kybernetes 工程技术-计算机:控制论
CiteScore
4.90
自引率
16.00%
发文量
237
审稿时长
4.3 months
期刊介绍: Kybernetes is the official journal of the UNESCO recognized World Organisation of Systems and Cybernetics (WOSC), and The Cybernetics Society. The journal is an important forum for the exchange of knowledge and information among all those who are interested in cybernetics and systems thinking. It is devoted to improvement in the understanding of human, social, organizational, technological and sustainable aspects of society and their interdependencies. It encourages consideration of a range of theories, methodologies and approaches, and their transdisciplinary links. The spirit of the journal comes from Norbert Wiener''s understanding of cybernetics as "The Human Use of Human Beings." Hence, Kybernetes strives for examination and analysis, based on a systemic frame of reference, of burning issues of ecosystems, society, organizations, businesses and human behavior.
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