2022
DOI: 10.1007/s10639-022-11202-5
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Integrating gamification and instructional design to enhance usability of online learning

Abstract: The current study investigates the interaction of Gamification, and Instructional Design to enhance the Usability of e-Learning in higher education programs. The study also examines the mediating role of Instructional design. Data were collected from a self-structured questionnaire from the academicians and was analyzed through Structural Equation Modelling (SEM). The results of the study confirmed that gamification is a multi-dimensional construct significantly predicted by elements, game dynamics, motivation… Show more

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Cited by 25 publications
(8 citation statements)
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“…Students were more likely to engage with the system if they received timely and relevant feedback on their assessments. This finding has been replicated in several studies across various educational technologies, such as intelligent tutoring systems [23,42] and e-learning platforms [46,48]. These studies suggest that providing effective support and feedback during the assessment process can positively impact students' engagement and use of educational technologies.…”
Section: H4 Peou Positively Influences Student Satisfactionmentioning
confidence: 59%
“…Students were more likely to engage with the system if they received timely and relevant feedback on their assessments. This finding has been replicated in several studies across various educational technologies, such as intelligent tutoring systems [23,42] and e-learning platforms [46,48]. These studies suggest that providing effective support and feedback during the assessment process can positively impact students' engagement and use of educational technologies.…”
Section: H4 Peou Positively Influences Student Satisfactionmentioning
confidence: 59%
“…Improvements to effectiveness, efficacy, and motivation towards e-learning technology adaptation and gamification, offers a pleasurable educational environment that substitutes the time-consuming instructional strategies [71]. The use of effective graphics greatly influences students' reasoning [72].…”
Section: Resultsmentioning
confidence: 99%
“…Following these literatures, gamification in our research contexts refers to the incorporation of game design elements into the fitness apps while retaining its instrumental functions for promoting or supporting users’ physical activity/exercise. As an emerging design approach, gamification has attracted a large stream of researches in various contexts, including fitness/health/exercise ( Cheng, 2020 ; Whelan and Clohessy, 2020 ; Yang and Li, 2021 ; Li et al, 2023 ), education ( Sánchez Prieto et al, 2021 ; Behl et al, 2022 ; Chen and Liang, 2022 ; Ghai and Tandon, 2023 ; Oliveira et al, 2023 ; Zhang and Hasim, 2023 ), marketing ( Zhang et al, 2021 ; Wu and Santana, 2022 ), sustainable consumption ( Mulcahy et al, 2020 ), online community ( Xi and Hamari, 2019 ).…”
Section: Literature Review and Theoretical Foundationsmentioning
confidence: 99%