Proceedings of the 2nd International Conference on Business and Management of Technology (ICONBMT 2020) 2021
DOI: 10.2991/aebmr.k.210510.050
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Factors Affecting Students’ Intention of Gamification for Learning Model in the Covid- 19 Pandemic Era at Indonesia: A Confirmatory Factor Analysis

Abstract: The current study explores the measurement of gamification-based distance learning education on campus in the Covid-19 period. Thriving from the regular distance learning during the pandemic Covid-19, the element of interactive study and fun through games will help the students resolve their process of learning. The well famous Technology Acceptance Model, to include the perceived interactivity, is used as the measurement model. The assessment uses the confirmatory factor analysis, and nine hypotheses are stat… Show more

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“…Literature concerning education has been increasingly focusing on gamification, particularly in the context of its implementation in teaching and learning to assist teachers and students achieve their objectives and goals (Acosta-Medina et al, 2020). In the most basic sense, studies in the literature described gamification as the game elements in non-gaming objectives (Dicheva et al, 2015;Nadlifatin et al, 2020). According to Folmar (2015), gamification is not creating a game that imparts a lesson but rather it is the application of the game in a way that the lesson is imparted along with its development based on the player's feedback (p. 5).…”
Section: / 14mentioning
confidence: 99%
“…Literature concerning education has been increasingly focusing on gamification, particularly in the context of its implementation in teaching and learning to assist teachers and students achieve their objectives and goals (Acosta-Medina et al, 2020). In the most basic sense, studies in the literature described gamification as the game elements in non-gaming objectives (Dicheva et al, 2015;Nadlifatin et al, 2020). According to Folmar (2015), gamification is not creating a game that imparts a lesson but rather it is the application of the game in a way that the lesson is imparted along with its development based on the player's feedback (p. 5).…”
Section: / 14mentioning
confidence: 99%