The Adoption of Students' Hedonic Motivation System Model to Gamified Learning Environment
Autor: | Adeleye Idowu, Vanye Zira Vanduhe, Muesser Nat, Dokun Oluwajana, Samson Oluwaseun Fadiya |
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Rok vydání: | 2019 |
Předmět: |
Motivation
Hedonic motivation business.industry Learning environment media_common.quotation_subject Usability 02 engineering and technology Gamification General Business Management and Accounting Popularity Computer Science Applications System model Educational technology Learning outcomes Negative relationship 020204 information systems Perception Gamified learning environment 0202 electrical engineering electronic engineering information engineering Mathematics education Psychology business Curriculum media_common |
Zdroj: | Journal of Theoretical and Applied Electronic Commerce Research Volume 14 Issue 3 Pages 26-167 |
ISSN: | 0718-1876 |
DOI: | 10.4067/s0718-18762019000300109 |
Popis: | The acceptance of gamified learning environment is rapidly becoming inevitable in educational learning environment. This gives a widespread popularity by deploying Gamification in to present day curriculum as part of a new educational technology tool. This study addresses perception and usage of gamified learning environment from hedonic motivation perspective through incorporating the Hedonic-Motivation System Adoption Model to Gamified Learning Environment. In this study, a model was developed and tested using a Structure Equation Modelling technique. The results show that perceived usefulness, perceived ease of use, enjoyment and control all have a significant positive relationship with behavioural intention of use and focused immersion which indicates that the acceptance of Gamified Learning Environment could serve as a new educational tool to expedite the improvement of pedagogical and instructional technology. Also, increases students’ motivation and engagement in learning. On the contrary, we also found a negative relationship exists between enjoyment and focused Immersion. Possible research on the effect of enjoyment on focused immersion in gamification could be another area of concentration. In this study, aside from the introduction, the literature explains the adoption of the gamified learning environment and the hedonic motivation model at the end, the analysis and interpretation of our methodology were discussed. |
Databáze: | OpenAIRE |
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