2023
DOI: 10.1007/s12564-023-09832-6
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Integrating ease of use and affordable gamification-based instruction into a remote learning environment

Abstract: Increasing student engagement and improving learning outcomes are ongoing issues in higher education worldwide. These issues were particularly pertinent during the COVID-19 pandemic when remote learning was selected as the primary instructional learning setting. This study aims to assess the impact of gamification-based quiz instruction in driving college students’ learning in an online class during the COVID-19 pandemic at a remote institution of higher education in Indonesia ( n = 68).… Show more

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Cited by 4 publications
(4 citation statements)
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“…Interestingly, only PE, social interaction) and PU significantly impactusers' intention to use gamified websites, not PEOU. This refutes the findings of Yang et al (2017), Aparicio et al (2021), andZainuddin (2023) on the positive association between buying intention and PEOU and affirms Benbasat and Barki (2007) and Li (2014) on the irrelevance of PEOU in the gamified environment. This suggests consumers might continue shopping even without finding any utility because the experience in different gamified activities is enhanced with enjoyment and social interaction.…”
Section: Discussionsupporting
confidence: 60%
See 1 more Smart Citation
“…Interestingly, only PE, social interaction) and PU significantly impactusers' intention to use gamified websites, not PEOU. This refutes the findings of Yang et al (2017), Aparicio et al (2021), andZainuddin (2023) on the positive association between buying intention and PEOU and affirms Benbasat and Barki (2007) and Li (2014) on the irrelevance of PEOU in the gamified environment. This suggests consumers might continue shopping even without finding any utility because the experience in different gamified activities is enhanced with enjoyment and social interaction.…”
Section: Discussionsupporting
confidence: 60%
“…According to Huotari and Hamari (2017), the value of game service is a subjective perception of the user. However, research suggests that perceived enjoyment (Yang et al, 2017;Yang et al, 2018), ease of use (Aparicio et al, 2021;Zainuddin, 2023;Yang et al, 2017), perceived utility (Aparicio et al, 2021;Hsu & Chen, 2018;Yang et al, 2017) and social interaction (Dikcius et al, 2021;Tabaeeian et al, 2023) are the common measures which impact buying intention of users.…”
Section: Effects Of Gamification On Online Buyersmentioning
confidence: 99%
“…Besides, the interaction with gamification on Netboard is straightforward and intuitive. Zainuddin (2023) state that the two gamification platforms that were implemented in his class were user-friendly and convenient. However, they may have required technical knowledge to gain access to the platforms.…”
Section: Discussionmentioning
confidence: 99%
“…This drives students' eagerness to learn, while simplifying and adding excitement to the learning process (Rasul et al, 2011). AVM found to enhance student motivation and engagement (Dichev & Dicheva, 2017), as well as improve positive learning outcomes (Zainuddin, 2023), thus positively impacting student focus and concentration. Integrating gamified elements proved effective in capturing students' attention and foster a higher level of engagement.…”
Section: Epistemic Practices -The Philippines and Japanmentioning
confidence: 99%