Gamification in Online Learning: A Case Study among University Students in Malaysia

Q2 Social Sciences Asian Journal of University Education Pub Date : 2023-04-30 DOI:10.24191/ajue.v19i2.22239
N. Othman, Azila Jaini, M. Ismail, A. I. Zainoddin, Siti Fatimah Mohamad Radzi, V. Sundram
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引用次数: 1

Abstract

Online learning has become compulsory when the world was facing the Covid 19 outbreak. Accordingly, students' engagement and participation during online learning have been a major concern among teachers. By adapting the Technology Acceptance Model (TAM), the present study is carried out to examine influential factors towards the intention to use gamification during online classes. With the use of judgmental sampling, 283 usable responses have been gathered from undergraduate students in Malaysia. Results revealed that ‘authentic' positively affects three mediating variables of perceived value (PEU), perceived usefulness (PU) and perceived enjoyment (PE). Additionally, PEU, PU and PE posit positive responses towards the intention to use gamification in online learning. Furthermore, all three mediators also present positive effects in the relationship between authentic and intention to use. Thus, this study affirms the usability of TAM in the online learning context with the extension of authenticity as the external factor and perceived enjoyment as the mediating factor. The results give implications for educators and higher learning institutions to modify their learning outcomes and course content to be more interesting with the usage of online gamification tools. Perhaps, this study gives further insight for future research to apply other external factors, such as knowledge and trust to enrich the study in gamification context © 2023, Asian Journal of University Education.All Rights Reserved.
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在线学习中的游戏化:以马来西亚大学生为例
当世界面临新冠肺炎疫情时,在线学习已成为必修课。因此,学生在在线学习中的参与度一直是教师们关注的一个主要问题。通过采用技术接受模型(TAM),本研究旨在检验在线课程中使用游戏化意图的影响因素。通过使用判断性抽样,从马来西亚的本科生中收集了283份可用的回复。结果表明,“真实”正向影响感知价值(PEU)、感知有用性(PU)和感知享受(PE)三个中介变量。此外,PEU、PU和PE对在线学习中使用游戏化的意图做出了积极的反应。此外,这三种中介也对真实使用和使用意图之间的关系产生了积极影响。因此,本研究肯定了TAM在在线学习环境中的可用性,真实性的扩展是外部因素,感知享受是中介因素。研究结果表明,教育工作者和高等教育机构可以通过使用在线游戏化工具来修改他们的学习成果和课程内容,使其更加有趣。也许,这项研究为未来的研究提供了进一步的见解,以应用其他外部因素,如知识和信任,在游戏化背景下丰富研究©2023,《亚洲大学教育杂志》。保留所有权利。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Asian Journal of University Education
Asian Journal of University Education Social Sciences-Education
CiteScore
4.30
自引率
0.00%
发文量
94
审稿时长
20 weeks
期刊最新文献
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