Gamification and e-learning adoption: a sequential mediation analysis of flow and engagement

IF 2.7 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE VINE Journal of Information and Knowledge Management Systems Pub Date : 2022-09-06 DOI:10.1108/vjikms-04-2022-0131
Saurabh Gupta, P. Priyanka
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引用次数: 4

Abstract

Purpose The purpose of this paper is to examine the effect of gamification on students’ e-learning adoption. In addition, this paper examines the effect of two mediations, that is, flow and engagement between gamification and e-learning adoption by using sequential mediation analysis. Design/methodology/approach The authors used the online survey method to collect the 570 responses through convenience sampling procedure. Sequential mediation analysis technique was used to test the mediation hypothesis. Findings The findings of this paper revealed that gamification elements are an important feature of flow, engagement in e-learning adoption process. Also, the paper found that engagement in the learning process is a key element for students to adopt e-learning. Research limitations/implications This paper makes its contribution to the literature related to gamification and e-learning adoption. The paper signifies the importance of gamification as an educational application in e-learning environment and its contribution in designing an interactive learning environment. Originality/value Empirically, to the best of the authors’ knowledge, it is the first paper to examine the sequential mediation model of gamification in the education sector in a developing nation like India. Furthermore, this paper also extends engagement and flow theory related to e-learning process by showing how students’ engagement and flow impact the e-learning adoption in the gamified environment.
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游戏化和电子学习采用:流和粘性的顺序中介分析
目的研究游戏化对学生电子学习采用率的影响。此外,本文还通过顺序中介分析考察了两种中介的影响,即游戏化和电子学习采用之间的流动和参与。设计/方法/方法作者使用在线调查方法,通过方便的抽样程序收集了570份回复。采用序贯中介分析技术对中介假说进行检验。发现本文的研究结果表明,游戏化元素是电子学习采用过程中流程、参与的一个重要特征。此外,该论文发现,参与学习过程是学生采用电子学习的关键因素。研究局限性/含义本文对游戏化和电子学习采用相关文献做出了贡献。本文强调了游戏化作为电子学习环境中的一种教育应用的重要性,以及它在设计交互式学习环境方面的贡献。独创性/价值根据经验,据作者所知,这是第一篇研究印度等发展中国家教育部门游戏化的顺序中介模型的论文。此外,本文还通过展示学生的参与度和流量如何影响游戏化环境中的电子学习采用,扩展了与电子学习过程相关的参与度与流量理论。
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来源期刊
VINE Journal of Information and Knowledge Management Systems
VINE Journal of Information and Knowledge Management Systems INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
6.40
自引率
21.40%
发文量
68
期刊介绍: Information not localized
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