Students' intention to use gamification and virtual reality in the hybrid learning process: an empirical study in the training of technical professionals
Students' intention to use gamification and virtual reality in the hybrid learning process: an empirical study in the training of technical professionals
ByIsadora Valle Sousa
Abstract
“Traditional classroom learning is facing changes due to technological advancement. Learning technologies are transforming the way teachers teach and students learn. By combining the best practices of online learning and traditional classroom, hybrid learning environments have been a good solution for teachers and institutions that aim to keep students’ motivation and engagement. Among many types of technology being used in education, two merit special attention and will be objects of this study: gamification and virtual reality. The success of a hybrid learning environment depends on how the technologies applied support pedagogy and students’ needs. No matter what instructors and institutions have invested or dedicated, without students' engagement, no learning process takes place. Understanding that the changes being faced by users (students, instructors, and institutions) immersed in the educational context include not only the technology by itself but also the students’ behaviors, and the learning processes and strategies, this study applied the technology acceptance model (TAM) and the task-technology fit model (TTF) to analyze the influence of technologies such as gamification and virtual reality on students' intentions to use hybrid learning processes. Therefore, the main purpose of this study is to identify what factors influence students' intentions to use gamification and virtual reality in the hybrid learning process. To achieve this objective, we developed an applied and exploratory research with a quantitative approach. To collect the data used in the study, we applied a survey to technical employees involved in professional training, and it was statistically analyzed through a correlational design. The research results showed that the student's intention to use a hybrid learning process that applies gamification and virtual reality are influenced by their perceptions of this hybrid learning process's usefulness and ease of use. These are, in turn, influenced by the gamification characteristics and also the fit between both technologies and the learning tasks.”
Reference
Sousa, I. (2021). Students' intention to use gamification and virtual reality in the Hybrid Learning Process: An empirical study in the training of technical professionals. Retrieved July 5, 2022, from https://repositorio.fumec.br/handle/123456789/916
Keyword
Gamification, virtual reality, students, learning, professionals, study, research