Abstract:PurposeThe purpose of this study is to propose an integrated post-adoption model based on expectation-confirmation model (ECM) and flow theory to examine whether gamification and interface design aesthetics as antecedents to students' beliefs can affect their continuance intention of massive open online courses (MOOCs) and perceived impact on learning.Design/methodology/approachSample data for this study were collected from students enrolled in a comprehensive university in Taiwan. A total of 600 questionnaire… Show more
“…Insights, implications and future research Overall, the two cases studies indicate that when "ownership" of is transfers to students then gamification can engage students, impart knowledge and develop cognitive and affective competencies in entrepreneurial students. These findings complement and contribute to the extant literature on gamification (Cheong et al, 2014;Cheng, 2021;Buckley, 2015;Alsawaier, 2018;Albertazzi et al, 2019;Isabelle, 2020;Karakoç et al, 2020), entrepreneurial education (Neck and Greene, 2011;Nabi et al, 2017;Longva and Foss, 2018;Borges et al, 2021) and technology enhanced pedagogy specifically within entrepreneurial education (Antonaci et al, 2015;Henry et al, 2005;Lack eus and Middleton, 2015;Chen et al, 2021;Kauppinen and Choudhary, 2021). Study one explored student perceptions of the usefulness of gamification, allowing them to analyse gamification as a tool and apply their knowledge accordingly.…”
Section: Gamification and Entrepreneurial Educationsupporting
PurposeIn an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education.Design/methodology/approachIn the first case study, students leveraged their taught knowledge about gamification to develop a gamified business concept. In the second case study, students played a humanitarian game and provided feedback about its design and efficacy.FindingsThe students' overall engagement with entrepreneurial education was significantly influenced by two factors: their perceived learning about gamification; and their perceived engagement with the gamification. It was observed that highly engaged students considered the gamification component of the course challenging.Originality/valueThis study demonstrates the potential of gamification to enhance engagement and to foster higher-order learning in the context of entrepreneurial education.
“…Insights, implications and future research Overall, the two cases studies indicate that when "ownership" of is transfers to students then gamification can engage students, impart knowledge and develop cognitive and affective competencies in entrepreneurial students. These findings complement and contribute to the extant literature on gamification (Cheong et al, 2014;Cheng, 2021;Buckley, 2015;Alsawaier, 2018;Albertazzi et al, 2019;Isabelle, 2020;Karakoç et al, 2020), entrepreneurial education (Neck and Greene, 2011;Nabi et al, 2017;Longva and Foss, 2018;Borges et al, 2021) and technology enhanced pedagogy specifically within entrepreneurial education (Antonaci et al, 2015;Henry et al, 2005;Lack eus and Middleton, 2015;Chen et al, 2021;Kauppinen and Choudhary, 2021). Study one explored student perceptions of the usefulness of gamification, allowing them to analyse gamification as a tool and apply their knowledge accordingly.…”
Section: Gamification and Entrepreneurial Educationsupporting
PurposeIn an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education.Design/methodology/approachIn the first case study, students leveraged their taught knowledge about gamification to develop a gamified business concept. In the second case study, students played a humanitarian game and provided feedback about its design and efficacy.FindingsThe students' overall engagement with entrepreneurial education was significantly influenced by two factors: their perceived learning about gamification; and their perceived engagement with the gamification. It was observed that highly engaged students considered the gamification component of the course challenging.Originality/valueThis study demonstrates the potential of gamification to enhance engagement and to foster higher-order learning in the context of entrepreneurial education.
“…Evidence from another reviewed study (Tongpaeng et al, 2019 ) suggested that implementation of shorter learning videos (below six minutes) and interactive media increased not only engagement, but also the learner's achievement in MOOCs. It should also be noted here that to increase students’ satisfaction and solve the high dropout problem in the online learning management system, or MOOCs, educational institutions, educational system designers, and instructors should design learner-centred gamification mechanisms that take students' learning requirements into consideration (Cheng, 2021 ).…”
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student’s experience. The purpose of this study is to map the emerging trends of gamification and game-based learning (GBL) in the Vocational and Education Training (VET) sector. For this purpose, a Systematic Literature Review was conducted through the three most relevant scientific databases – Web of Science, Scopus, ScienceDirect, and PubMed with Google Scholar as a supporting database. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes conducted based on inclusion criteria that were defined with consideration to the research’s aim. This review comprised seventeen studies. The findings revealed a growing interest in the Asian continents in research from 2020 onwards. Furthermore, most of the study is centred on vocational schools and colleges in the engineering and healthcare fields. According to the overview, the digital learning platform and simulation technology are the most promising tools used in the research. The findings support the conclusion that gamification and game-based learning can improve academic performance, engagement, and motivation in vocational education learners. As a result, this study suggests that more research is needed to determine the gamification strategies that are most suited for vocational education and learning.
“…In the e-learning context, students’ increased usage of the learning management system can cause enhancements in their perceived impact on learning (McGill & Klobas, 2009). Further, students’ continuance intention of MOOCs can positively result in their perceived impact on learning (Cheng, 2021). Thus, this study posits that learners’ continuance intention of MOOCs has a positive effect on their perceived impact on learning.…”
Section: Hypotheses Development and Research Modelmentioning
confidence: 99%
“…Noteworthily, gamification is one of the most vital strategies that have attracted the attention of MOOC practitioners during the recent years, because they believe that it is more useful to transform learning resources to be more game-like to increase learners’ motivation to engage in MOOCs (Aparicio et al, 2019; Poondej & Lerdpornkulrat, 2020). Thus, gamification features may be introduced to MOOCs as the environmental stimuli of improving learners’ motivation and usage intention towards using MOOCs (Aparicio et al, 2019; Cheng, 2021). To date, there is still a lack of knowledge regarding how gamification features influence learners’ MOOCs continuance intention after having initially accepted it, while MOOCs have been regarded as a more innovative tool for delivering information and knowledge within educational sectors (Aparicio et al, 2019).…”
Drawing on gamification literature, this study develops a research model to examine whether gamification features as environmental stimulus antecedents to learners’ organismic experiences in using massive open online courses (MOOCs) can affect their response on MOOCs and learning outcomes. The proposed research framework, rooted in the stimulus-organism-response model, provides a strong foundation for understanding these hypothesized relationships. Sample data for this study were collected from learners who had experience in taking the gamified MOOCs provided by the MOOC platform launched by a well-known university in Taiwan, and 307 usable questionnaires were analyzed using structural equation modeling. This study verified that three types of gamification features including achievement-related gamification features, immersion-related gamification features, and social interaction-related gamification features positively influenced learners’ internal experiences in using MOOCs (i.e., cognitive involvement, flow experience, and social presence), which jointly expounded their continuance intention of MOOCs, and this in turn enhanced their perceived impact on learning. Overall, this study’s results offered enough evidence to strongly support all of the hypothesized links and the research model. Besides, the results of the mediation analysis confirmed that learners’ internal experiences and continuance intention of MOOCs fully mediated the effects of their perceived gamification features on perceived impact on learning.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.