淡江大學機構典藏:Item 987654321/117265
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    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: 2019-10-05 12:10:17 (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

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