{"title":"Impact of Gamified Learning Experience on Online Learning Effectiveness","authors":"Xiangping Cui;Chen Du;Jun Shen;Susan Zhang;Juan Xu","doi":"10.1109/TLT.2024.3462892","DOIUrl":null,"url":null,"abstract":"Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is between the gamified learning experience and the effectiveness of online learning, remain to be further explored. This research article is based on the theory of gamified learning experience and uses structural equation modeling methodology to explore the relationship among the three dimensions of situation-based cognitive experience, collaboration-based social experience, and motivation-based subjectivity experience and the effectiveness of online learning. The results indicate that there is a significant positive correlation among the three dimensions, and all three dimensions have a significant positive impact on the online learning effectiveness. The subjective experience based on motivation has the greatest impact on the online learning effectiveness, and the other two dimensions have a significant positive impact on the online learning effectiveness. The impact on online learning effectiveness is similar. Finally, the article makes recommendations based on the research conclusions, expecting to provide a research foundation for enhancing the gamified learning experience and improving the effectiveness of online learning.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":null,"pages":null},"PeriodicalIF":2.9000,"publicationDate":"2024-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Learning Technologies","FirstCategoryId":"95","ListUrlMain":"https://ieeexplore.ieee.org/document/10682485/","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is between the gamified learning experience and the effectiveness of online learning, remain to be further explored. This research article is based on the theory of gamified learning experience and uses structural equation modeling methodology to explore the relationship among the three dimensions of situation-based cognitive experience, collaboration-based social experience, and motivation-based subjectivity experience and the effectiveness of online learning. The results indicate that there is a significant positive correlation among the three dimensions, and all three dimensions have a significant positive impact on the online learning effectiveness. The subjective experience based on motivation has the greatest impact on the online learning effectiveness, and the other two dimensions have a significant positive impact on the online learning effectiveness. The impact on online learning effectiveness is similar. Finally, the article makes recommendations based on the research conclusions, expecting to provide a research foundation for enhancing the gamified learning experience and improving the effectiveness of online learning.
期刊介绍:
The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.