scholarly journals Mandarin Language Learning with Gamification Method

The rapid economic and industrial development in China over the past few decades has made Mandarin more in demand as a business and cultural language, and now Mandarin is the second most popular international language. Therefore, learning Mandarin is something that is quite important in this era of globalization. However, to learn Mandarin is not an easy thing because Mandarin is a language that is quite difficult to master. So that it can reduce motivation to continue learning and in the end decide to stop learning Mandarin. Based on these problems, in this study, we will design and develop a mandarin learning application with the gamification method using the Octalysis framework to increase motivation in learning Mandarin. and will measure the level of behavioral intention to use and user immersion towards the application using the Hedonic Motivation System Adoption Model (HMSAM). The tests have been conducted and prove that gamification can increase the user's motivation to continue learning Mandarin. This is shown based on the evaluation conducted, the user states strongly agrees that the application that has been designed and built can improve the behavioral aspect of intention to use, this is indicated by the percentage value obtained by 82.47%. And agree that the application can cause immersion aspects when using the application, this is indicated by the percentage value obtained by 79.56%.

2019 ◽  
Author(s):  
Nabil Morchid

The intent of this paper is to research the factors that determine students’ acceptance of mobile assisted language learning (MALL) in Morocco. This study emphasizes the inclusive character of the Unified Theory of Acceptance and Use of Technology (UTAUT). After careful assessment of the multiple relationships within UTAUT, a modified version of the theory was hypothesized then researched for the impact it has on the English as Foreign Language (EFL) context in Morocco. The technology acceptance model in this paper emphasized four directions connecting performance expectancy, effort expectancy, teacher feedback and compatibility to behavioral intention, also referred to as the determinants of behavioral intention to use MALL. For the purpose of this study, a technology enhanced environment was created. A total number of 156 EFL common core students were brought to interact on a WhatsApp-based platform by means of text-messaging. The WhatsApp treatment was optimized to synchronize with the institutionalized character of the teaching of English in Moroccan public schools. The questionnaire method was used for data collection. The data were screened for missingness, normality and outliers. Then, multiple reliability and validity tests were performed to substantiate the legitimacy of the dataset. Structural equation modelling (SEM) was used in the assessment of the measurement model and the structural model. The outputs of structural modelling corroborated the hypothesized directions connecting teacher feedback and compatibility to behavioral intention to use MALL while there was lack of support for the relationships linking performance expectancy and effort expectancy to behavioral intention to use MALL.


Author(s):  
Jansen Sampoerna ◽  
Wirawan Istiono ◽  
Alethea Suryadibrata

The culture of the Indonesians is truly diverse and widely known by worldwide community. One of the cultures is the martial art called pencak silat. Pencak silat is considered as a martial art because each movement includes art. There are many Indonesians pay less attention to this martial art. Therefore, in this paper, we try to create a media to introduce pencak silat. One of the media that can be used is a rhythm game with virtual reality technology. Virtual reality rhythm game is played by hitting the incoming object in accordance of the song being played. Player can hit that object by using pencak silat’s movement corresponding to the incoming object. The movements used in this game are “pukulan lurus”, “pukulan sangkal”, “tebangan”, and “dobrakan”. We evaluate this game by using Hedonic-Motivation System Adoption Model or HMSAM modelling to determine the satisfaction level of the player. The behavioral intention to use and immersion obtained by using HMSAM are 78.61% and 77%, respectively


2020 ◽  
Vol 2 (2) ◽  
pp. 107-120
Author(s):  
Firdayanti Juwono ◽  
Dennis Gunawan

Financial management is a knowledge which is not only important to learn but also important to be applied in life of each individual. In recognizing financial conditions, motivation can be one of the factors which influence it. Gamification can be one way to increase the motivation and must be adapted to the characteristics of the users. Focusing on goals, engagement, and intrinsic motivation, Marczewski Gamification Framework maps several user types based on the game elements and mechanics. This study aims to design and build a mobile-based personal financial recording application with gamification methods and find out the level of behavioral intention to use and immersion implementing the Marczewski Gamification Framework. Testing has been carried out by students, employees, housewives, entrepreneurs, and managers to prove that gamification can motivate users to recognize the condition of personal finances well. Based on the evaluation result using the Hedonic Motivation System Adoption Model, 82.73% strongly agree that the application can increase reuse (behavioral intention to use) in the future and 66.56% agree that the application can increase the feeling of users to be carried away by the situation (immersion) in the application.


2019 ◽  
Vol 58 (2) ◽  
pp. 433-458 ◽  
Author(s):  
Yu-Yin Wang ◽  
Yi-Shun Wang ◽  
Shi-En Jian

Business simulation games (BSGs) are educational tools that help students develop business management knowledge and skills. However, to date, relatively little research has investigated the factors that influence students’ BSG usage intention. Grounded on the extended unified theory of acceptance and use of technology, this study helped to fill this gap by exploring intention to use BSGs. Specifically, this study investigated the influence of performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and price value on behavioral intention to use BSGs. Data collected from 141 useful respondents were tested against the research model using partial least square approach. The results of this study indicated that behavioral intention to use BSGs was influenced by facilitating conditions, hedonic motivation, and price value. Unexpectedly, performance expectancy, effort expectancy, and social influence were not predictive of students’ behavioral intention to use BSGs. These findings enhanced our understanding of students’ BSG usage behavior and provided several important theoretical and practical implications for the application of BSG in the context of business and management education.


2021 ◽  
Vol 11 (5) ◽  
pp. 207
Author(s):  
Mahdi Mohammed Alamri

This research focused on the potential of project-based learning and blended learning, which offer a distinctive cross-point in regard to building 21st-century skills in the classroom. Specifically, this research hypothesized that using the BPBL approach has an effect on perceived self-efficacy, perceived enjoyment, perceived usefulness, behavioral intention of using BPBL, and students’ academic achievement. To achieve the research goal, we employed a questionnaire as the main data collection method and dispensed it to 80 students, all of whom use the BPBL approach. The findings were obtained via a quantitative research method, structural equation modeling (SEM). We found a significant relationship between the BPBL approach and perceived self-efficacy, perceived enjoyment, perceived usefulness, behavioral intention of using BPBL, and students’ academic achievement. Therefore, we believe that the BPBL approach enhances students’ behavioral intention to use and academic achievement in a blended project-based learning approach and allows sharing knowledge, information, and discussions. Thus, it is recommended that students use the BPBL approach for educational purposes, and they should also be encouraged to do so through their learning at university level.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mine Bertan Yılmaz ◽  
Kerem Rızvanoğlu

Purpose This study aims to determine system quality (SQ) and information quality (IQ) characteristics of voice assistants (VA) on smartphones that are affecting users’ satisfaction and technology acceptance, and how these affect behavioral intention (BI) to use. Design/methodology/approach This study uses the integrated model of user satisfaction and technology acceptance to evaluate users’ behavioral intention to use VAs on smartphones. The model represents a causal chain from the key characteristics of SQ and IQ to beliefs and attitudes that ultimately affect use. An online survey was conducted with 75 university students, and the data was analyzed using multivariate analysis: Simple linear regression analysis and multiple regression analysis. Findings While SQ and IQ of VAs had stronger effects on perceived ease of use (PEU), information satisfaction and PEU showed significant influences on perceived usefulness (PU). The results supported the influence of PEU, PU, and attitude on BI to use but with lesser effect than what PU and attitude together had on BI. Research limitations/implications The sample was drawn from a population of students at a single and small university. Although this study received 160 responses, only 75 were appropriate for analysis. Originality/value There is no research, which adopts technology acceptance and user satisfaction approaches to VAs. To measure the causal effects, this study determined system and information characteristics that could explain SQ and IQ of the current VAs on smartphones. This study tested the proposed framework within the scope of the integrated approach.


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