Use of gamification to enhance e-learning experience
Interactive Technology and Smart Education
ISSN: 1741-5659
Article publication date: 22 August 2022
Issue publication date: 17 November 2023
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.
Keywords
Citation
Kashive, N. and Mohite, S. (2023), "Use of gamification to enhance e-learning experience", Interactive Technology and Smart Education, Vol. 20 No. 4, pp. 554-575. https://doi.org/10.1108/ITSE-05-2022-0058
Publisher
:Emerald Publishing Limited
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