關鍵字查詢 | 類別:期刊論文 | | 關鍵字:Students' Acceptance of Gamification in Higher Education

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序號 學年期 教師動態
1 107/2 教科系 沈俊毅 副教授 期刊論文 發佈 Students' Acceptance of Gamification in Higher Education , [107-2] :Students' Acceptance of Gamification in Higher Education期刊論文Students' Acceptance of Gamification in Higher EducationChih-Hung Chung; Chunyi Shen; Yu-Zhen QiuGamification;Higher Education;Students' AcceptanceInternational Journal of Game-Based Learning (IJGBL) 9(2), p.1–19Gamification 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 gamificatio
2 107/2 教科系 鍾志鴻 助理教授 期刊論文 發佈 Students' Acceptance of Gamification in Higher Education , [107-2] :Students' Acceptance of Gamification in Higher Education期刊論文Students' Acceptance of Gamification in Higher EducationChih-Hung Chung; Chunyi Shen; Yu-Zhen QiuGamification;Higher Education;Students' AcceptanceInternational Journal of Game-Based Learning (IJGBL) 9(2), p.1–19Gamification 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 gamificatio
[第一頁][上頁]1[次頁][最末頁]目前在第 1 頁 / 共有 02 筆查詢結果