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    Please use this identifier to cite or link to this item: https://tkuir.lib.tku.edu.tw/dspace/handle/987654321/121875


    Title: Online 3D gamification for teaching a human resource development course
    Authors: chih-hung chung;You-Yin Lin
    Date: 2022-01-03
    Issue Date: 2022-01-06 12:11:30 (UTC+8)
    Abstract: -Background
    Most students have exhibited low motivation to engage in traditional learning methods. Additionally, students have difficulty concentrating on the course content, being easily distracted by their smartphones.

    -Objectives
    Therefore, we adopted an online 3D gamification problem-based learning (PBL) model to motivate students and improve their learning satisfaction and achievement on a human resource development course.

    -Objectives
    Therefore, we adopted an online 3D gamification problem-based learning (PBL) model to motivate students and improve their learning satisfaction and achievement on a human resource development course.

    -Results and conclusions
    Our online 3D gamification PBL model enhanced learning achievement on the courses; moreover, FC is the most critical factor influencing learning satisfaction. This study provided suggestions for operating an online 3D gamification PBL teaching approach.

    -Implications
    The current paper also explained how students' learning satisfaction relates to these significant factors. Moreover, this study's findings will help instructional designers and instructors to develop online 3D gamification learning environments.

    -Lay Description
    What is already known about this topic
    *Gamified learning can effectively enhance learners' learning motivation.
    *The fun and learning content of the game requires good planning.
    *Gamification can help students become more involved and learn independently.
    What this paper adds
    *We designed the instruction that integrated 3D sandbox computer games and problem-based learning (PBL) into a human resource development course.
    *We conducted a pre-experiment to test students' learning outcomes by using an ANCOVA and obtaining favourable results.
    Developing a questionnaire and *utilizing PLS-SEM analysis to explore what significant factors influence students' learning satisfaction.
    Implications for practice and/or policy
    *The results indicated that this teaching approach promoted students' active participation and had a learning achievement and satisfaction.
    *This article offered suggestions for practicing a 3D gamification PBL teaching approach.
    Relation: Journal of Computer Assisted Learning 38(3), p.692-706
    DOI: 10.1111/jcal.12641
    Appears in Collections:[教育科技學系暨研究所] 期刊論文

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