Anais Do XXXI Simpósio Brasileiro De Informática Na Educação (SBIE 2020) 2020
DOI: 10.5753/cbie.sbie.2020.562
|View full text |Cite
|
Sign up to set email alerts
|

An Evaluation of the GamAnalytics Tool: Is the Gamification Analytics Model Ready for Teachers?

Abstract: In order to improve students' learning outcomes, researchers and practitioners have increasingly applied gamification in technology-enhanced learning environments. However, some studies in the literature have reported unexpected negative results with that. To avoid these unexpected outcomes in gamified learning systems, we proposed the ``gamification analytics model for teachers" in a previous study. This model allows teachers to monitor and adapt the gamification design in the run-time of the teaching-learnin… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

1
0
0

Year Published

2020
2020
2022
2022

Publication Types

Select...
3
1
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(1 citation statement)
references
References 15 publications
1
0
0
Order By: Relevance
“…The findings of the study show that the proposed research model is meaningful. The study reveals that perceived ease of use and perceived usefulness are effective on pre-service teachers in terms of developing an attitude towards using gamification tools as also proposed by the TAM model and the studies in the literature (Asiri, 2019;Dele-Ajayi et al, 2017;Hsu & Lu, 2007;Lee et al, 2012;Leng & Lada, 2011;Pektas & Kepceoglu, 2019;Sadaf et al, 2016;Tenório et al, 2020;Wong, 2016;Yoo et al, 2017). In addition to these two factors explaining the attitude by 70%, perceived usefulness has a more significant effect on attitude while perceived ease of use is less.…”
Section: Discussionsupporting
confidence: 54%
“…The findings of the study show that the proposed research model is meaningful. The study reveals that perceived ease of use and perceived usefulness are effective on pre-service teachers in terms of developing an attitude towards using gamification tools as also proposed by the TAM model and the studies in the literature (Asiri, 2019;Dele-Ajayi et al, 2017;Hsu & Lu, 2007;Lee et al, 2012;Leng & Lada, 2011;Pektas & Kepceoglu, 2019;Sadaf et al, 2016;Tenório et al, 2020;Wong, 2016;Yoo et al, 2017). In addition to these two factors explaining the attitude by 70%, perceived usefulness has a more significant effect on attitude while perceived ease of use is less.…”
Section: Discussionsupporting
confidence: 54%