Continuance Intention on Gamifikasi in E-Learning Using Extended Expectation-Confirmation Model
HA Sasono, E Pramana - EDUTEC: Journal of Education And …, 2023 - ejournal.ijshs.org
In an effort to examine user continuance intentions after using gamification in e-learning, this
research was conducted to identify the factors that influence gamification in e-learning using …
research was conducted to identify the factors that influence gamification in e-learning using …
Gamification and e-learning adoption: a sequential mediation analysis of flow and engagement
S Gupta - VINE Journal of Information and Knowledge …, 2022 - emerald.com
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 …
learning adoption. In addition, this paper examines the effect of two mediations, that is, flow …
Exploring the impact of gamification on student engagement and involvement with e-learning systems
I Bouchrika, N Harrati, V Wanick… - Interactive Learning …, 2021 - Taylor & Francis
In spite of the unprecedented popularity to use innovative gaming concepts within the
educational context in order to promote active learning, engage people and solve …
educational context in order to promote active learning, engage people and solve …
The impact of gamification intention to use in e-learning through student attitude: Evidence from Egyptian Private Higher Education Institutions (HIEs)
The COVID-19 pandemic has forced many universities to move to online learning to sustain
students' education. Today's Students are digital natives. They grew up with digital …
students' education. Today's Students are digital natives. They grew up with digital …
[PDF][PDF] EFFECT OF GAMIFICATION ON E-LEARNING TO SUPPORT LEARNING ACHIEVEMENT AND LEARNING MOTIVATION.
T PRASETYO AJI, TA NAPITUPULU - Journal of Theoretical & Applied …, 2018 - jatit.org
Gamification is a use of game elements in contexts other than games to motivate and
enhance user activity. With the recent rapid use of gamification for e-learning, an interesting …
enhance user activity. With the recent rapid use of gamification for e-learning, an interesting …
[PDF][PDF] Influence of gamification on students' motivation in using e-learning applications based on the motivational design model
Students' motivation is an important factor in ensuring the success of e-learning
implementation. In order to ensure students is motivated to use e-learning, motivational …
implementation. In order to ensure students is motivated to use e-learning, motivational …
Motivation and engagement of final-year students when using e-learning: A qualitative study of gamification in pandemic situation
The COVID-19 pandemic has changed how the education system operates. The shift from
face-to-face learning to online learning generated many problems, including decreasing …
face-to-face learning to online learning generated many problems, including decreasing …
[PDF][PDF] The Moderation Effect of Teachers' experience and Biography on Their Intention to Use the Gamification in Online Learning Activities
The world is rapidly moving toward implementing different technological innovations and the
Internet in learning by providing effective educational platforms. These can significantly aid …
Internet in learning by providing effective educational platforms. These can significantly aid …
The negative effect of Gamification in E-learning in the eyes of University students
QD Phung - 2020 - diva-portal.org
Background Across centuries, games are part of human life. In his article" Keeping up with...
Gamification," Kim (2015) indicated that the development of Information Technology has …
Gamification," Kim (2015) indicated that the development of Information Technology has …
A new gamification model for e-learning in Jordan higher education
E Alharbi, MNA Rahman - AIP Conference Proceedings, 2023 - pubs.aip.org
Despite the exponential success of using creative gaming concepts in the educational
context to encourage active learning, engage people and solve motivational problems, there …
context to encourage active learning, engage people and solve motivational problems, there …