A Model to Investigate Preference for Use of Gamification in a Learning Activity

Justin Filippou, Christopher Cheong, France Cheong

Abstract


Applying the engaging and motivating aspects of video games in non-game contexts is known as gamification. Education can benefit from gamification by improving the learning environment to make it more enjoyable and engaging for students. Factors that influence students’ preference for use of gamification are identified. Students are surveyed on their experiences of playing a gamified quiz, named Quick Quiz, during class. Quick Quiz features several gamification elements such as points, progress bars, leader boards, timers, and charts. Data collected from the survey is analysed using Partial Least Squares. Factors including ‘usefulness’, ‘preference for use’, ‘knowledge improvement’, ‘engagement’, ‘immersion’ and ‘enjoyment’ were found to be significant determinants.  Students were found to have a preference for use for gamification in their learning environment.


Keywords


gamification; student engagement; learning and teaching; higher education

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DOI: http://dx.doi.org/10.3127/ajis.v22i0.1397

License URL: https://creativecommons.org/licenses/by-nc/3.0/au/

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ISSN: Online: 1326-2238 Hard copy: 1449-8618
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