Research

Use of gamification to enhance e-learning experience

Use of gamification to enhance e-learning experience

Use of gamification to enhance e-learning experience

By Neerja Kashive and Sayali Mohite

Abstract

“Purpose: This study aims to look at the integration of gamification in an e-learning model based on the technology acceptance model. The data was collected from respondents residing in India and elements of gamification (achievement, immersion and social) and personal characteristics of learners (self-efficacy, computer anxiety and enjoyment) and their impact on perceived ease of use (PEOU) and perceived usefulness (PU) were tested. Design/methodology/approach: The data were collected from students and professionals who have ever played games during learning while using an e-learning module. Structural equation modeling using smart partial least square was used to create a model. Findings: The findings showed that enjoyment affected both PEOU and PU and attitude toward e-learning. Achievement and social elements impacted attitude and the immersion element moderated the relation between enjoyment and PEOU and PU. These finally impact attitude and satisfaction, leading to higher intention to use e-learning platforms. Research limitations/implications: Because this study is very specific to the Indian context, a broad generalization requires further exploration in other cultural contexts. The absence of this exploration is one of the limitations of this study. Originality/value: This study tested the GAMEFULQUEST suggested by Högberg et al. (2019) based on self-determination theory and its impact on the overall e-learning experience. The moderation of immersion has come out to be significant and achievement and social elements impacted attitude.”

Reference

Kashive, N., & Mohite, S. (2022). Use of gamification to enhance e-learning experience. Retrieved September 28, 2022, from https://www.emerald.com/insight/content/doi/10.1108/ITSE-05-2022-0058/full/html

Keyword

Gamification, e-learning, perceived ease of use, perceived usefulness, technology acceptance model, social determination theory, video games, information systems, learning analytics, digital learning, research