2022
DOI: 10.1007/s10639-022-11409-6
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Determinants of the perceived usefulness (PU) in the context of using gamification for classroom-based ESL teaching: A scale development study

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Cited by 15 publications
(12 citation statements)
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“…They also increase the number of students who recommend using games in the classroom. Luo (2022) quantitatively showed that gamified learning tools are related to perceived usefulness by teachers. It was concluded that an understanding of perceived usefulness is necessary for the acceptance of any educational tool.…”
Section: Discussionmentioning
confidence: 99%
“…They also increase the number of students who recommend using games in the classroom. Luo (2022) quantitatively showed that gamified learning tools are related to perceived usefulness by teachers. It was concluded that an understanding of perceived usefulness is necessary for the acceptance of any educational tool.…”
Section: Discussionmentioning
confidence: 99%
“…Gamification "The use of game design elements in non-game contexts" (Deterding et al, 2011, p. 10) Gamified learning The use of gamification techniques in educational contexts for improved engagement, learner experience, or academic outputs (Luo, 2021(Luo, , 2022Luo et al, 2021) Gamified learning tool An educational website/system/software/application that uses game design elements for improved engagement, learner experience, or academic outputs (Luo, 2021(Luo, , 2022Luo et al, 2021)…”
Section: Term Definitionmentioning
confidence: 99%
“…To distinguish from video games, gamified learning tools have been highlighted as the educational website/system/software/application that use game design elements for improved engagement, learner experience, or academic outputs (Luo, 2021(Luo, , 2022Luo et al, 2021). Accordingly, gamified EFL tools refer to the website/system/software/application that use game design elements to facilitate the teaching and learning or English-asa-foreign-language (see Table 1).…”
Section: Introductionmentioning
confidence: 99%
“…They believed that while the concept of gamification is great, few products can achieve what they promised. [ 19 ], Luo [ 20 ] further noted that perceived usefulness is a critical factor in determining whether new educational technologies are accepted. Despite this, there have been few studies to date that specifically focused on the effectiveness of gamification in foreign language learning.…”
Section: Introductionmentioning
confidence: 99%