The Direct and Indirect Influence of Gamification on Learning Engagement: The Importance of Learning Goal Orientation (A Preliminary Study)
Автор: Soepriyatna, Christian Haposan Pangaribuan
Журнал: International Journal of Information Engineering and Electronic Business @ijieeb
Статья в выпуске: 4 vol.14, 2022 года.
Бесплатный доступ
With the widespread use of digital gaming, there is a growing need to determine how games and its components might be used for learning and teaching. The majority of study in this topic has taken place in more economically established and developed regions, leaving a research void in emerging country situations. To gain a deeper understanding of the learning engagement, it is of significance to examine the gamification perceived ease of use as well as a dive into the learning goal orientation. This study examines the moderating effect of learning goal orientation that influences the relationship between gamification application and learning engagement. The theoretical model was tested in a quantitative study using structural equation modelling based on a PLS-SEM approach, conducted in Jakarta, with actual local college students. The findings of this investigation noted that gamification perceived ease of use was positively related to learning engagement, and learning goal orientation partially mediated this positive relationship. The value of this research may aid educators and practitioners in determining which factors may influence the adoption of gamification in formal higher education.
E-learning, gamification, learning goal orientation, learning engagement, perceived ease of use, technology acceptance model
Короткий адрес: https://sciup.org/15018507
IDR: 15018507 | DOI: 10.5815/ijieeb.2022.04.05
Список литературы The Direct and Indirect Influence of Gamification on Learning Engagement: The Importance of Learning Goal Orientation (A Preliminary Study)
- H. Mahmood and S. Noor, “Acceptance, effectiveness, and relationship of blended learning implementation among lecturers in Polytechnic Sultan Mizan Zainal Abidin,” International Journal of Integrated Education, Engineering and Business, vol. 3, no. 1, pp. 1-9, 2020.
- M. A. Almaiah, A. Al-Khasawneh, and A. Althunibat, “Exploring the critical challenges and factors influencing the e-learning system usage during COVID-19 pandemic,” Education and Information Technologies, vol. 25, pp. 5261-5280, 2020.
- J. Simões, R. D. Redondo and A. F. Vilas, “A social gamification framework for a K-6 learning platform,” Computers in Human Behavior, vol. 29, pp. 345-353, 2013.
- H. M. D. Soewardini, H. Setiyawan, D. Juniati, S. Khabibah, and A. T. bin Bon, “Fostering innovation of thinking for student-facing mathematics difficulty through commercial sport video games,” International Journal of Integrated Education, Engineering and Business, vol. 3, no. 1, pp. 33-41, 2020.
- A. Dominguez, J. Saenz-De-Navarrete, L. De-Marcos, L. Fernández-Sanz, C. Pages and J. J. Martinez-Herráiz, “Gamifying learning experiences: practical implications and outcomes,” Computers & Education, vol. 63, pp. 380-392, 2013.
- R. Parlika, L. Azizah, A. C. Nugroho, D. A. Putri, and S. F. Handono, “Game learning fisika ‘Asah Otak’ berbasis android dengan app Inventor 2,” International Journal of Integrated Education, Engineering and Business, vol. 4, no. 2, pp. 25-34, 2018.
- C. S. Dweck and D. S. Yeager, “Mindsets: A View From Two Eras,” Perspectives on Psychological Science, vol. 14, pp. 481-496, 2019.
- J. M. Harackiewicz, J. L. Smith, and S. J. Priniski, “Interest Matters: The Importance of Promoting Interest in Education,” Policy Insights from the Behavioral and Brain Sciences, vol. 3, pp. 220-227, 2016.
- A. R. Taggart and M. Laughlin, “Affect Matters: When Writing Feedback Leads to Negative Feeling,” International Journal for the Scholarship of Teaching and Learning, vol. 11, pp. 1-11, 2017.
- C. S. Dweck and E. L. Leggett, “A social-cognitive approach to motivation and personality,” Psychological Review, vol. 95, pp. 256-273, 1988.
- P. U. Supervía, C. S. Bordás and V. M. Lorente, “The Mediating Role of Goal Orientation (Task) in the Relationship between Engagement and Academic Self-Concept in Students,” International Journal of Environmental Research and Public Health, vol. 17, 8323, 2020.
- D. Vandewalle, “Development and Validation of a Work Domain Goal Orientation Instrument,” Educational and Psychological Measurement, vol. 57, pp. 995-1015, 1997.
- J. K. Acosta-Medina, M. L. Torres-Barreto and A. F. Cárdenas-Parga, “Students’ preference for the use of gamification in virtual learning environments. Australasian Journal of Educational Technology, vol. 37, pp. 145-158, 2021.
- R. A. Rahman, S. Ahmad and U. R. Hashim, “The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia,” International Journal of Educational Technology in Higher Education, vol. 15, pp. 1-16, 2018.
- P. J. Shea, A. M. Pickett and W. E. Pelz, “A follow-up investigation of teaching presence in the SUNY learning network,” Journal of Asynchronous Learning Networks, vol. 7, pp. 61-80, 2003.
- M. Urh, G. Vukovic, E. Hereb and R. Pintar, “Introduction of gamification into e-learning in higher education,” in the 7th World Conference on Educational Sciences, (WCES-2015), 05-07 February 2015, Novotel Athens Convention Center, Athens, Greece.
- H-P. Yueh and S. Hsu, “Designing a learning management system to support instruction,” Communications of the ACM, vol. 51, pp. 59-63, 2008.
- A. Saleem, N. Noori and F. Ozdamli, “Gamification applications in e-learning: A literature review,” Technology, Knowledge and Learning, vol. 27, pp.1-21, 2021.
- G. I. Biro, “Ready, Study, Share: An Inquiry into the Didactic Approach of Gamification With a Special View to the Possible Application in Higher Education,” in 1st Annual International Interdisciplinary Conference, Conference Proceedings, Vol.2, EGALITE, European Scientific Institute Publishing, 2013.
- S. Deterding, D. Dixon, R. Khaled and L. Nacke, “From game design elements to gamefulness: Defining ‘gamification,’” in Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). New York, NY, USA, 2011.
- R. K. Mishra, “Infosys Labs briefings gamification: rediscover the power of engagement,” Infosys Labs Briefings, vol. 11, pp. 2-4, 2013.
- L. F. Rodrigues, C. J. Costa and A. Oliveira, “The adoption of gamification in e-banking,” Proceedings of the 2013 International Conference on Information Systems and Design of Communication (ISDOC), ACM, pp. 47-55, 2013.
- I. Leftheriotis, M. Giannakos and L. Jaccheri, “Gamifying informal learning activities using interactive displays: An empirical investigation of students’ learning and engagement,” Smart Learning Environments, vol. 4, pp. 1-19, 2017.
- L. Pan, A. Tlili, J. Li, F. Jiang, G. Shi, H. Yu and J. Yang, “How to implement game-based learning in a smart classroom? A model based on a systematic literature review and Delphi method,” Frontiers in Psychology, vol. 12, 749837, pp. 1-13, 2021.
- K. Davis and S. Singh, “Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators,” Computers & Education, vol. 88, pp. 72-83, 2015.
- S. Deterding, D. Dixon, R. Khaled and L. Nacke, “From game design elements to gamefulness: Defining gamification,” In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pp. 9-15, 2011.
- M. Sailer, J. Hense, H. Mandl and M. Klevers, “Psychological perspectives on motivation through gamification. Interaction Design and Architecture(s) Journal, vol. 19, pp. 28-37, 2014.
- L. Hakulinen and T. Auvinen, “The effect of gamification on students with different achievement goal orientations,” in 2014 international conference on teaching and learning in computing and engineering (pp. 9–16). IEEE, 2014.
- E. S. Elliott and C. S. Dweck, “Goals: An approach to motivation and achievement,” Journal of Personality and Social Psychology, vol. 54, pp. 5-12, 1988.
- P. C. Lai, “The literature review of technology adoption models and theories for the novelty technology,” JISTEM-Journal of Information Systems and Technology Management, vol. 14, pp. 21-38, 2017.
- D. J. Lemay, M. M. Morin, P. Bazelais and T. Doleck, “Modelling Students’ Perceptions of Simulation-Based Learning Using the Technology Acceptance Model,” Clinical Simulation in Nursing, vol. 20, pp. 28-37, 2018.
- F. D. Davis, “Perceived Usefulness, Perceived Ease of Use and User Acceptance of Information Technology,” MIS Quarterly, vol. 13, pp. 319-339, 1989.
- D. Gefen and D. W. Straub, “The Relative Importance of Perceived Ease of Use in IS Adoption: A Study of E-commerce Adoption,” Journal of the Association for Information Systems Online, vol. 1, pp. 1-28, 2000.
- M. Aparicio, C. J. Costa and R. Moises, “Gamification and reputation: Key determinants of e-commerce usage and repurchase intention,” Heliyon, vol. 7, e06383, 2021.
- A. Panagiotarou, Y. C. Stamatiou and C. Perrakeas, “Gamification Acceptance for Learners with Different E-Skills,” International Journal of Learning, Teaching and Educational Research, vol. 19, pp. 263-278, 2020.
- M. T. Dishaw and D. M. Strong, “Extending the Technology Acceptance Model with Task Technology Fit Constructs. Information and Management, vol. 36, pp. 9-21, 1999.
- M. Hu, H. Li, W. Deng and H. Guan, “Student Engagement: One of the Necessary Conditions for Online Learning,” in Institute of Electrical and Electronics Engineers (IEEE) (Ed.), 2016 International Conference on Educational Innovation through Technology (EITT). Red Hook, NY: Curran Associates, Inc., Tainan, Taiwan, 22-24 September 2016.
- J. Reeve and C-M. Tseng, “Agency as a fourth aspect of students’ engagement during learning activities,” Contemporary Educational Psychology, vol. 36, pp. 257-267, 2011.
- H. Coates, “A model of online and general campus-based student engagement,” Assessment and Evaluation in Higher Education, vol. 32, pp. 121-141, 2007.
- M. M. Handelsman, W. L. Briggs, N. Sullivan and A. Towler, “A measure of college student course engagement,” The Journal of Educational Research, vol. 98, pp. 184-192, 2005.
- U. Dogan, “Validity and Reliability of Student Engagement Scale,” Bartin University Journal of Faculty of Education, vol. 3, pp. 390-403, 2014.
- R. F. DeVellis, “Scale development: theory and applications (2nd ed.),” Sage Publications, Inc., 2003.
- H. Taherdoost, “Validity and reliability of the research instrument; How to test the validation of a questionnaire/survey in a research,” SSRN Electronic Journal, vol. 5, pp. 28-36, 2016.
- J. F. Hair, J. J. Risher, M. Sarstedt, and C. M. Ringle, “When to use and how to report the results of PLS-SEM,” European Business Review, pp. 00-00, 2018.
- J. F. Hair, G. T. M. Hult, C. M. Ringle and M. Sarstedt, “A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM),” Sage, 2017.
- A. Field, “Discovering Statistics Using SPSS 4th ed., SAGE Publications, 2009.
- T. M. Loraas and M. C. Diaz, “Learning New Technologies: The Effect of Ease of Learning,” Journal of Information Systems, vol. 25, pp. 171-194, 2011.
- D-C. Li and C-Y. Tsai, “Antecedents of Employees’ Goal Orientation and the Effects of Goal Orientation on E-Learning Outcomes: The Roles of Intra-Organizational Environment,” Sustainability, vol. 12, 4759, 2020.
- B. D. Cahyono, S. Muslim, J. Joko, and B. A. W. Putra, “The effect of Delphi-based learning media on the students’ learning outcomes in electricity and electronic lessons reviewed from the level of independence learning students,” International Journal of Integrated Education, Engineering and Business, vol. 2, no. 1, pp. 43-57, 2019.
- C. H. Pangaribuan, D. Hidayat, O. P. B. Putra, G. Aguzman and R. Febriyanto, “Digital badge from the perspective of self-determination theory,” PalArch’s Journal of Archaeology of Egypt/Egyptology, vol. 18, pp. 116-128, 2020.