Students' Acceptance of Gamification in Higher Education

2022 ◽  
pp. 1878-1893
Author(s):  
Chih-Hung Chung ◽  
Chunyi Shen ◽  
Yu-Zhen Qiu

Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.

2019 ◽  
Vol 9 (2) ◽  
pp. 1-19 ◽  
Author(s):  
Chih-Hung Chung ◽  
Chunyi Shen ◽  
Yu-Zhen Qiu

Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ayodele Samuel Adegoke ◽  
Timothy Tunde Oladokun ◽  
Timothy Oluwafemi Ayodele ◽  
Samson Efuwape Agbato ◽  
Ahmed Ademola Jinadu

PurposeThe study analysed the factors influencing real estate firms' (REFs) decision to adopt virtual reality (VR) technology using the Decision-Making Trial and Evaluation Laboratory (DEMATEL) method. This was done to enhance the practice of real estate agency in Nigeria.Design/methodology/approachData were elicited from eight real estate experts. These experts were heads of the agency department of firms that had been in existence for a minimum of five years in the Lagos property market. The data analysed in this study were collected with the aid of a questionnaire.FindingsThe result revealed that use intention was influenced by performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value and UB. Also, facilitating conditions, habit and use intention did not influence use behaviour. Overall, six constructs, which include price value (Ri − Cj value = 0.1284), use behaviour (Ri − Cj value = 0.0666), social influence (Ri − Cj value = 0.0583), facilitating conditions (Ri − Cj value = 0.0323), performance expectancy (Ri − Cj value = 0.0196) and effort expectancy (Ri − Cj value = 0.0116), were significant predictors of the factors influencing the decision of REFs to adopt VR. Of these constructs, the Ri − Cj values indicated that price value had the highest causative influence.Practical implicationsThe result of this study will bring REFs to the consciousness of the factors that could affect their adoption of VR technology. This study will also assist the Nigerian Institution of Estate Surveyors and Valuers in appropriately enlightening REFs on the integration of VR technology into the agency practice especially at this time when all health protocols and guidelines need to be observed to help flatten the curve of the Covid-19 pandemic.Originality/valueThis study is the first to have an insight into the analysis of the factors influencing REFs' decision to adopt VR technology using the DEMATEL method.


2020 ◽  
pp. 312-324
Author(s):  
Sirui Wang ◽  
Taralynn Hartsell

As a form of digital content, e-Textbooks make learning content portable, transferrable, and searchable. Such technology increases students' engagement in learning and make learning highly interactive. However, the adoption of using e-Textbooks in higher education is far from its confirmation stage. This study examines the relationship between perceived attributes of using e-Textbooks by instructors and their actual use of e-Textbooks in higher education. A survey study has been conducted to measure how instructors from public universities in colleges of education perceive using e-Textbooks in higher education. The findings suggest that instructors, institutions, and e-Textbooks publishers should work collaboratively to enhance the use of e-Textbooks in higher education.


2021 ◽  
Vol 34 (4) ◽  
pp. 28-47
Author(s):  
Isaac Kofi Mensah ◽  
Yijun Liu ◽  
Chuanyong Luo

Mobile payments have revolutionized and modernized the way payment transactions are completed. The acceptance of mobile payments is vital to eCommerce. This study explored the factors influencing the continued acceptance of WeChat mobile payments by a cross-section of vendors in the city of Ganzhou, China. A questionnaire was administered to 500 vendors with a response rate of 81%. The results show that performance expectancy and trust fostered the continued acceptance of WeChat mobile payments. However, while effort expectancy was significant in predicting the level of trust in WeChat mobile payments, it did not significantly influence their continued acceptance. Social influence, facilitating conditions, and trust in WeChat mobile payments were all significant predictors of the continued acceptance of WeChat mobile payments.


2022 ◽  
pp. 58-77
Author(s):  
Smitha Baboo ◽  
Yogesh Kanna ◽  
Cathlyn Niranjana Bennett

Game-based learning is one of the sustainable education methods for future professionals from the higher education learning environment. To attain these innovative and sustainable teaching pedagogies, the components of games and simulations need to be incorporated into the teaching-learning content. The integration of neuroscience and cognitive concepts has become an essential feature in understanding various phenomena in game-based learning with regard to higher education learning environments. Several neural and cognitive processes are involved while engaging in such activities. These activities have played a pivotal role in the pedagogy and teachers had to think on their feet while engaging students in higher education as well. Game-based learning has proven to be a very effective method of engaging higher education students.


Author(s):  
Jo A. Tyler

This chapter suggests that there is value in placing a primacy on the stories of student experience in higher education classrooms. Student storytelling and listening holds potential to deepen students’ understandings of the course content and foster new connections. Ways to hold the learning space that will foster student storytelling, listening, and exploration are considered. Instructional issues of directionality of instruction and control are considered. Also discussed are some foundational practices for liberating psychosocial spaces and the notion of formlessness. The chapter attempts to balance conceptual thoughts with some practical ideas that readers can begin to customize and apply in the context of their practice. Suggestions for future research are also included.


Author(s):  
Kerri Brown Parker ◽  
Peter A. Hessling

Play in learning can enhance student engagement with course content. One way to integrate play into learning environments is through game-based activities. As College of Education instructors, the authors want to engage learners and also model resources that their students can use when they become professionals teaching their own students. Breakout EDU is a game-based educational translation of the popular immersive entertainment experience of escape rooms. In this chapter, the authors will explore how Breakout EDU can be used in online and face-to-face higher education courses to engage students in learning and model a resource that pre-service teachers can use in their future teaching.


Author(s):  
Sirui Wang ◽  
Taralynn Hartsell

As a form of digital content, e-Textbooks make learning content portable, transferrable, and searchable. Such technology increases students' engagement in learning and make learning highly interactive. However, the adoption of using e-Textbooks in higher education is far from its confirmation stage. This study examines the relationship between perceived attributes of using e-Textbooks by instructors and their actual use of e-Textbooks in higher education. A survey study has been conducted to measure how instructors from public universities in colleges of education perceive using e-Textbooks in higher education. The findings suggest that instructors, institutions, and e-Textbooks publishers should work collaboratively to enhance the use of e-Textbooks in higher education.


2021 ◽  
Vol 10 (5) ◽  
pp. 2875-2883
Author(s):  
Ayad Shihan Izkair ◽  
Muhammad Modi Lakulu

The study has two objectives, first is exploring the variables that affect the intention to use mobile learning and second is investigating the experience moderator effect on the variables that influence intention to use mobile learning in higher education institutions (HEI) in Iraq. Then formulate a model for intention to use mobile learning. A questionnaire has been conducted in this research for collecting the feedback from the participants. The findings confirmed that social influence (SI), performance expectancy (PE), “facilitating conditions” (FCs), effort expectancy (EE) and “satisfaction” (SA) have an important influence on the intention to use mobile learning. But, this study has rejected the “personal innovativeness” (PINN) factor as it was found not important. Furthermore, the study has confirmed that the experience moderator variable has an influence of EE, SI, and PE on the intention to use mobile learning. This study is significant to the field of discipline as it will provide a roadmap for HEI to recognize the factors that affect the intention to use mobile learning.


2020 ◽  
Vol 17 (2) ◽  
pp. 125-142
Author(s):  
Jožef Kabok ◽  
Slobodan Radišić ◽  
Karolina Lendák-Kabók

The system of financial management and control implies a set of controls, which do not only refer to the area of funding, but also to all operational and strategic units, aimed at achieving the defined goals of public sector entities. Successful implementation of the system of financial management and control will enable the compliance of operations of the public funds beneficiaries with positive legal regulations. For the purpose of effective and efficient achievement of objectives of work and activities, the paper analyses the application and development of the system of financial management and control in the Provincial Secretariat for Higher Education and Scientific Research. The purpose of this study is to consider the efficiency and effectiveness of the established system of financial management and control, indicating the possibility for improvement of the said system. The study results show that efficient and relevant application of financial management and control is needed in this Provincial administration authority, for the purpose of improving the achievement of objectives of its work and activities, as well as control of legal and specific purpose expenditure of public funds, intended for higher education and scientific research in AP Vojvodina.


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