游戏化对学习投入的直接与间接影响:学习目标导向的重要性(初步研究)

Soepriyatna, C. Pangaribuan
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引用次数: 1

摘要

随着数字游戏的广泛使用,人们越来越需要确定游戏及其组件如何用于学习和教学。这一专题的大部分研究都是在经济较发达的区域进行的,在新兴国家的情况下留下了研究空白。为了更深入地了解学习投入,研究游戏化感知易用性以及学习目标导向具有重要意义。本研究考察了学习目标取向对游戏化应用与学习投入关系的调节作用。理论模型在基于PLS-SEM方法的结构方程模型的定量研究中得到验证,该研究在雅加达进行,对象是当地的实际大学生。本研究发现,游戏化感知易用性与学习投入正相关,学习目标取向部分中介了这一正相关关系。本研究的价值可以帮助教育者和实践者确定哪些因素可能影响正规高等教育中游戏化的采用。主要研究方向为数字营销和旅游管理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Direct and Indirect Influence of Gamification on Learning Engagement: The Importance of Learning Goal Orientation (A Preliminary Study)
: With the widespread use of digital gaming, there is a growing need to determine how games and its components might be used for learning and teaching. The majority of study in this topic has taken place in more economically established and developed regions, leaving a research void in emerging country situations. To gain a deeper understanding of the learning engagement, it is of significance to examine the gamification perceived ease of use as well as a dive into the learning goal orientation. This study examines the moderating effect of learning goal orientation that influences the relationship between gamification application and learning engagement. The theoretical model was tested in a quantitative study using structural equation modelling based on a PLS-SEM approach, conducted in Jakarta, with actual local college students. The findings of this investigation noted that gamification perceived ease of use was positively related to learning engagement, and learning goal orientation partially mediated this positive relationship. The value of this research may aid educators and practitioners in determining which factors may influence the adoption of gamification in formal higher education. His research interest includes digital marketing and tourism management.
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