Research

Why Do Students Engage in Gamification? An Exploratory Study Using Means-End Chains

Why Do Students Engage in Gamification? An Exploratory Study Using Means-End Chains

Why Do Students Engage in Gamification? An Exploratory Study Using Means-End Chains

By Anh Q. Nguyen

Abstract

“Gamification is one of the educational techniques that increase the motivation and engagement of learners.With the expansion of gamification in higher education, especially in the context of COVID 19 emergence,it is an increased need to know about student engagement in such behavior. While many topics ofgamification are growing at a rapid pace, the students’ personal values were not uncovered in relatedliterature. The current study sought to address this gap by investigating a set of students’ personal valueswhen they participate in gamification. Based on interview 69 students by the laddering technique, six

personal values that drive students to participate in gamification are explored in the current study, such asSocial Recognition, Exciting life, Sense ofaccomplishment, Sense of belongingness, Self Enhancement,and Self-expression. The findings suggest that educators and teachers focus on investigating how personalvalues can be used to motivate learners, improve their skills, and maximize learning by gamification.”

Reference

Nguyen, A. Q. (2021). Why Do Students Engage in Gamification? An Exploratory Study Using Means-End Chains. Journal of Theoretical and Applied Information Technology, 99(23). http://www.jatit.org/volumes/Vol99No23/18Vol99No23.pdf

Keyword

Gamification, personal value, student, means-end chain, higher education, research