English  |  正體中文  |  简体中文  |  全文筆數/總筆數 : 61875/94645 (65%)
造訪人次 : 1635460      線上人數 : 12
RC Version 7.0 © Powered By DSPACE, MIT. Enhanced by NTU Library & TKU Library IR team.
搜尋範圍 查詢小技巧:
  • 您可在西文檢索詞彙前後加上"雙引號",以獲取較精準的檢索結果
  • 若欲以作者姓名搜尋,建議至進階搜尋限定作者欄位,可獲得較完整資料
  • 進階搜尋
    請使用永久網址來引用或連結此文件: https://tkuir.lib.tku.edu.tw/dspace/handle/987654321/115804

    題名: Students' Acceptance of Gamification in Higher Education
    作者: Chih-Hung Chung;Chunyi Shen;Yu-Zhen Qiu
    關鍵詞: Gamification;Higher Education;Students' Acceptance
    日期: 2019-04
    上傳時間: 2019-02-22 12:11:27 (UTC+8)
    出版者: IGI Global Publishing
    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.
    關聯: International Journal of Game-Based Learning (IJGBL) 9(2), p.1–19
    DOI: 10.4018/IJGBL.2019040101
    顯示於類別:[教育科技學系暨研究所] 期刊論文


    檔案 大小格式瀏覽次數



    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library & TKU Library IR teams. Copyright ©   - 回饋