Research

Gamification and e-learning adoption: a sequential mediation analysis of flow and engagement

Gamification and e-learning adoption: a sequential mediation analysis of flow and engagement

Gamification and e-learning adoption: a sequential mediation analysis of flow and engagement

ByPriyanka Saurabh Gupta

Abstract

“Purpose: The purpose of this paper is to examine the effect of gamification on students’ e-learning adoption. In addition, this paper examines the effect of two mediations, that is, flow and engagement between gamification and e-learning adoption by using sequential mediation analysis. Design/methodology/approach: The authors used the online survey method to collect the 570 responses through convenience sampling procedure. Sequential mediation analysis technique was used to test the mediation hypothesis. "Findings: The findings of this paper revealed that gamification elements are an important feature of flow, engagement in e-learning adoption process. Also, the paper found that engagement in the learning process is a key element for students to adopt e-learning. Research limitations/implications: This paper makes its contribution to the literature related to gamification and e-learning adoption. The paper signifies the importance of gamification as an educational application in e-learning environment and its contribution in designing an interactive learning environment. Originality/value: Empirically, to the best of the authors’ knowledge, it is the first paper to examine the sequential mediation model of gamification in the education sector in a developing nation like India. Furthermore, this paper also extends engagement and flow theory related to e-learning process by showing how students’ engagement and flow impact the e-learning adoption in the gamified environment.”

Reference

Gupta, P. S. (2022, September 06). Gamification and e-learning adoption: A sequential mediation analysis of flow and engagement. Retrieved October 13, 2022, from https://www.emerald.com/insight/content/doi/10.1108/VJIKMS-04-2022-0131/full/html

Keyword

Gamification, e-learning, engagement, flow, student motivation, sequential mediation