Students' Acceptance of Gamification in Higher Education
學年 107
學期 2
出版(發表)日期 2019-04-01
作品名稱 Students' Acceptance of Gamification in Higher Education
作品名稱(其他語言)
著者 Chih-Hung Chung; Chunyi Shen; Yu-Zhen Qiu
單位
出版者
著錄名稱、卷期、頁數 International Journal of Game-Based Learning (IJGBL) 9(2), p.1–19
摘要 Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.
關鍵字 Gamification;Higher Education;Students' Acceptance
語言 en
ISSN 2155-6849
期刊性質 國外
收錄於 ESCI Scopus
產學合作
通訊作者 chih-hung chung
審稿制度
國別 GBR
公開徵稿
出版型式 ,電子版
相關連結

機構典藏連結 ( http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/115804 )