Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Factors Affecting Students’ Acceptance of Gamified Learning (SAGL)

View through CrossRef
Gamification is commonly used for improving student learning experiences. The purpose of this paper is to understand the factors that influence the acceptance of gamification in learning. The paper employs a meta-analysis approach to identify the factors that affect students’ acceptance of gamified learning. The benefit of meta-analysis is its ability to synthesize and utilize the results obtained from various primary research papers to discover the critical factors that influence the acceptance of game design elements in online courses. The PRISMA protocol was used to analyze the meta-analysis. While much research has been done on gamified learning, there is a lack of meta-analysis research on the acceptance of gamified learning elements. The results of the meta-analysis indicated that performance expectancy, student satisfaction, and social interaction are the critical factors influencing the acceptance of gamified learning. These results are beneficial because they not only focus on learning but also provide an opportunity for industry experts to be aware of the critical factors that influence the acceptance of gamified learning. This paper’s novelty lies in its analysis of statistical heterogeneity, effect size, and publication bias across research that employed various statistical techniques.
Title: Factors Affecting Students’ Acceptance of Gamified Learning (SAGL)
Description:
Gamification is commonly used for improving student learning experiences.
The purpose of this paper is to understand the factors that influence the acceptance of gamification in learning.
The paper employs a meta-analysis approach to identify the factors that affect students’ acceptance of gamified learning.
The benefit of meta-analysis is its ability to synthesize and utilize the results obtained from various primary research papers to discover the critical factors that influence the acceptance of game design elements in online courses.
The PRISMA protocol was used to analyze the meta-analysis.
While much research has been done on gamified learning, there is a lack of meta-analysis research on the acceptance of gamified learning elements.
The results of the meta-analysis indicated that performance expectancy, student satisfaction, and social interaction are the critical factors influencing the acceptance of gamified learning.
These results are beneficial because they not only focus on learning but also provide an opportunity for industry experts to be aware of the critical factors that influence the acceptance of gamified learning.
This paper’s novelty lies in its analysis of statistical heterogeneity, effect size, and publication bias across research that employed various statistical techniques.

Related Results

Teaching and Engaging International Students
Teaching and Engaging International Students
International student mobility has been increasingly subject to turbulences in politics, culture, economics, natural disasters, and public health. The new deca...
IDENTIFYING BARRIERS IN E – LEARNING, A MEDICAL STUDENT’S PERSPECTIVE
IDENTIFYING BARRIERS IN E – LEARNING, A MEDICAL STUDENT’S PERSPECTIVE
Objective: To recognize the barriers in different modes of e learning, from the medical student’s perspective during the period of Covid 19 pandemic.   Study Desi...
Nursing students’ evaluation of a gamified public health educational webinar: A comparative pilot study
Nursing students’ evaluation of a gamified public health educational webinar: A comparative pilot study
AbstractAimTo compare undergraduate nursing students’ evaluations of a gamified educational webinar to a non‐gamified version. Both webinars covered the topic “Determinants of heal...
Initial Experience with Pediatrics Online Learning for Nonclinical Medical Students During the COVID-19 Pandemic 
Initial Experience with Pediatrics Online Learning for Nonclinical Medical Students During the COVID-19 Pandemic 
Abstract Background: To minimize the risk of infection during the COVID-19 pandemic, the learning mode of universities in China has been adjusted, and the online learning o...
The Effectiveness of Gamified Applications in Teaching Music to Children
The Effectiveness of Gamified Applications in Teaching Music to Children
This study explores the effectiveness of gamified applications in teaching music to children, utilizing machine learning models to analyze the impact on musical proficiency and lea...
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Exploring University Students’ Perceptions and Their Attitudes towards Gamified Learning
Exploring University Students’ Perceptions and Their Attitudes towards Gamified Learning
As a newly adopted innovative technology approach in the field of education, gamified learning appears to have the potential to enhance students’ experiences and learning outcomes....
Investigating the impact of gamified forecasting on political engagement
Investigating the impact of gamified forecasting on political engagement
This thesis examines the impact of gamified political forecasting on political engagement. It does this through the creation of a web application called Fantasy Forecast. Formally,...

Back to Top