An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis
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| Title: | An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis |
|---|---|
| Language: | English |
| Authors: | Wenzhen Li, Leping Liu |
| Source: | International Journal of Technology in Teaching and Learning. 2023 19(1):1-33. |
| Availability: | International Journal of Technology in Teaching and Learning. Web site: https://sicet.org/journals/ijttl/ |
| Peer Reviewed: | Y |
| Page Count: | 33 |
| Publication Date: | 2023 |
| Document Type: | Journal Articles Information Analyses |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Gamification, Learner Engagement, Higher Education, Pandemics, Intervention, Program Implementation, Design, Outcomes of Education, Communities of Practice, COVID-19 |
| ISSN: | 1551-2576 |
| Abstract: | Gamification has been used in education since the early 2010s, however, the empirical studies on the effectiveness of gamification have yielded inconsistent results. Without a clear understanding of how gamification works, and which gamification design elements have a higher potential to influence learning outcomes, gamification intervention may not achieve the desired results. This study aimed to examine the factors that contributed to the successful implementation of gamification in higher education, and to identify the design elements that had most influence on student learning outcomes. Data was collected from the empirical studies conducted between 2014 and 2023. Data analysis was conducted using logistic regression and Chi-Square tests. Two gamification design elements, "Social Interaction" and "Leaderboards," were found to have significant influence on student learning outcomes. This study provided insights for college instructors and instructional designers in the design of gamification intervention in instruction. Implications for practice and future studies were presented. |
| Abstractor: | As Provided |
| Entry Date: | 2024 |
| Accession Number: | EJ1435565 |
| Database: | ERIC |
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| Items | – Name: Title Label: Title Group: Ti Data: An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Wenzhen+Li%22">Wenzhen Li</searchLink><br /><searchLink fieldCode="AR" term="%22Leping+Liu%22">Leping Liu</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22International+Journal+of+Technology+in+Teaching+and+Learning%22"><i>International Journal of Technology in Teaching and Learning</i></searchLink>. 2023 19(1):1-33. – Name: Avail Label: Availability Group: Avail Data: International Journal of Technology in Teaching and Learning. Web site: https://sicet.org/journals/ijttl/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 33 – Name: DatePubCY Label: Publication Date Group: Date Data: 2023 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Information Analyses – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="DE" term="%22Pandemics%22">Pandemics</searchLink><br /><searchLink fieldCode="DE" term="%22Intervention%22">Intervention</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Implementation%22">Program Implementation</searchLink><br /><searchLink fieldCode="DE" term="%22Design%22">Design</searchLink><br /><searchLink fieldCode="DE" term="%22Outcomes+of+Education%22">Outcomes of Education</searchLink><br /><searchLink fieldCode="DE" term="%22Communities+of+Practice%22">Communities of Practice</searchLink><br /><searchLink fieldCode="DE" term="%22COVID-19%22">COVID-19</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 1551-2576 – Name: Abstract Label: Abstract Group: Ab Data: Gamification has been used in education since the early 2010s, however, the empirical studies on the effectiveness of gamification have yielded inconsistent results. Without a clear understanding of how gamification works, and which gamification design elements have a higher potential to influence learning outcomes, gamification intervention may not achieve the desired results. This study aimed to examine the factors that contributed to the successful implementation of gamification in higher education, and to identify the design elements that had most influence on student learning outcomes. Data was collected from the empirical studies conducted between 2014 and 2023. Data analysis was conducted using logistic regression and Chi-Square tests. Two gamification design elements, "Social Interaction" and "Leaderboards," were found to have significant influence on student learning outcomes. This study provided insights for college instructors and instructional designers in the design of gamification intervention in instruction. Implications for practice and future studies were presented. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2024 – Name: AN Label: Accession Number Group: ID Data: EJ1435565 |
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| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 33 StartPage: 1 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Higher Education Type: general – SubjectFull: Pandemics Type: general – SubjectFull: Intervention Type: general – SubjectFull: Program Implementation Type: general – SubjectFull: Design Type: general – SubjectFull: Outcomes of Education Type: general – SubjectFull: Communities of Practice Type: general – SubjectFull: COVID-19 Type: general Titles: – TitleFull: An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Wenzhen Li – PersonEntity: Name: NameFull: Leping Liu IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2023 Identifiers: – Type: issn-electronic Value: 1551-2576 Numbering: – Type: volume Value: 19 – Type: issue Value: 1 Titles: – TitleFull: International Journal of Technology in Teaching and Learning Type: main |
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