Does a student's attendance and a classroom task significantly enhance learning outcomes? Implications of policy in gamely and management education

IF 6 2区 管理学 Q1 BUSINESS
Vivek Soni , Devinder Kumar Banwet
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Abstract

Technological elements have always influenced learning outcomes in classroom settings. The influence of gamification as a technological tool has been widely researched at primary and secondary levels of education. However, no previous model focused on constructing it to measure the learning outcomes at the postgraduate level of management education, specifically by considering elements of the National Education Policy 2023. The current study outlines this gap and signifies its unique contribution by answering three research questions formulated using the FINER approach to get policy insights. First, the study explores relevance and significance among various constructs (latent variables), such as student attendance, task influence, academic performance, and knowledge retention, affecting expected learning performance directly or indirectly via gamification, directly affecting expected learning outcomes. Secondly, select constructs are assessed based on the serial mediation effect and positive association via gamification with expected learning outcomes. Thirdly, the study validated student attendance (at the beginning and end stages), the moderating effect of task completion by students (orientation, motivation, teacher feedback, and time management), and their learning intent and expected outcomes via gamification construct. Using structural equation modeling, the model hypotheses were validated on primary data-based instruments and based on a sample collected from student respondents (executives) in a typical management classroom of a postgraduate-level management course. The reliability and validity of the research model were assessed. In addition, assessing the effect size and predictive relevance, the performance of select constructs, such as academic learning and knowledge retention, was highly significant. In contrast, student attendance and tasks showed less importance. The study concludes and shows theoretical and policy implications for management education research and artificial intelligence, with a few particular data biases and heterogeneity in data sets the future research directions for management education.

Abstract Image

学生的出勤率和课堂任务是否能显著提高学习效果?政策对游戏和管理教育的影响
技术因素一直影响着课堂环境中的学习成果。游戏化作为一种技术工具的影响在中小学教育中得到了广泛的研究。然而,之前没有一个模型专注于构建它来衡量管理教育研究生水平的学习成果,特别是通过考虑2023年国家教育政策的要素。当前的研究概述了这一差距,并通过回答使用FINER方法制定的三个研究问题来表明其独特的贡献,以获得政策见解。首先,本研究探讨了出勤率、任务影响、学业成绩、知识保留等构念(潜变量)通过游戏化直接或间接影响预期学习绩效,直接影响预期学习成果的相关性和显著性。其次,基于序列中介效应和游戏化与期望学习成果的正相关,评估选择构念。第三,通过游戏化结构验证学生出勤率(开始阶段和结束阶段)、学生完成任务的调节作用(导向、动机、教师反馈和时间管理)以及学生的学习意图和期望结果。利用结构方程模型,在基于原始数据的工具上验证了模型假设,并基于从研究生水平管理课程的典型管理课堂的学生受访者(高管)中收集的样本。评估了研究模型的信度和效度。此外,评估效应大小和预测相关性,选择构念的表现,如学术学习和知识保留,是非常显著的。相比之下,学生出勤和任务显得不那么重要。本研究总结并展示了管理教育研究和人工智能的理论和政策意义,但数据集的一些特殊数据偏差和异质性是管理教育未来的研究方向。
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来源期刊
CiteScore
10.30
自引率
25.00%
发文量
136
审稿时长
64 days
期刊介绍: The International Journal of Management Education provides a forum for scholarly reporting and discussion of developments in all aspects of teaching and learning in business and management. The Journal seeks reflective papers which bring together pedagogy and theories of management learning; descriptions of innovative teaching which include critical reflection on implementation and outcomes will also be considered.
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