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A model to investigate preference for use of gamification in a learning activity

journal contribution
posted on 2024-11-02, 06:11 authored by Justin Filippou, Christopher Cheong, France Cheong
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamification. Education can benefit from gamification by improving the learning environment to make it more enjoyable and engaging for students. Factors that influence students' preference for use of gamification are identified. Students are surveyed on their experiences of playing a gamified quiz, named Quick Quiz, during class. Quick Quiz features several gamification elements such as points, progress bars, leader boards, timers, and charts. Data collected from the survey is analysed using Partial Least Squares. Factors including 'usefulness', 'preference for use', 'knowledge improvement', 'engagement', 'immersion' and 'enjoyment' were found to be significant determinants. Students were found to have a preference for use for gamification in their learning environment.

History

Related Materials

  1. 1.
    DOI - Is published in 10.3127/ajis.v22i0.1397
  2. 2.
    ISSN - Is published in 13262238

Journal

Australasian Journal of Information Systems

Volume

22

Start page

1

End page

23

Total pages

23

Publisher

University of Canberra

Place published

Australia

Language

English

Former Identifier

2006082808

Esploro creation date

2020-06-22

Fedora creation date

2018-09-20

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