The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment

Abstract: The acceptance of gamified learning environment is rapidly becoming inevitable in educational learning environment. This gives a widespread popularity by deploying Gamification in to present day curriculum as part of a new educational technology tool. This study addresses perception and us...

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Autores principales: Oluwajana,,Dokun, Idowu,,Adeleye, Nat,,Muesser, Vanduhe,,Vanye, Fadiya,Samson
Lenguaje:English
Publicado: Universidad de Talca 2019
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Acceso en línea:http://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-18762019000300109
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spelling oai:scielo:S0718-187620190003001092019-12-17The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning EnvironmentOluwajana,,DokunIdowu,,AdeleyeNat,,MuesserVanduhe,,VanyeFadiya,Samson Educational technology Gamified learning environment Gamification Hedonic motivation Motivation Learning outcomes Abstract: The acceptance of gamified learning environment is rapidly becoming inevitable in educational learning environment. This gives a widespread popularity by deploying Gamification in to present day curriculum as part of a new educational technology tool. This study addresses perception and usage of gamified learning environment from hedonic motivation perspective through incorporating the Hedonic-Motivation System Adoption Model to Gamified Learning Environment. In this study, a model was developed and tested using a Structure Equation Modelling technique. The results show that perceived usefulness, perceived ease of use, enjoyment and control all have a significant positive relationship with behavioural intention of use and focused immersion which indicates that the acceptance of Gamified Learning Environment could serve as a new educational tool to expedite the improvement of pedagogical and instructional technology. Also, increases students’ motivation and engagement in learning. On the contrary, we also found a negative relationship exists between enjoyment and focused Immersion. Possible research on the effect of enjoyment on focused immersion in gamification could be another area of concentration. In this study, aside from the introduction, the literature explains the adoption of the gamified learning environment and the hedonic motivation model at the end, the analysis and interpretation of our methodology were discussed.info:eu-repo/semantics/openAccessUniversidad de TalcaJournal of theoretical and applied electronic commerce research v.14 n.3 20192019-09-01text/htmlhttp://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-18762019000300109en10.4067/S0718-18762019000300109
institution Scielo Chile
collection Scielo Chile
language English
topic Educational technology
Gamified learning environment
Gamification
Hedonic motivation
Motivation
Learning outcomes
spellingShingle Educational technology
Gamified learning environment
Gamification
Hedonic motivation
Motivation
Learning outcomes
Oluwajana,,Dokun
Idowu,,Adeleye
Nat,,Muesser
Vanduhe,,Vanye
Fadiya,Samson
The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment
description Abstract: The acceptance of gamified learning environment is rapidly becoming inevitable in educational learning environment. This gives a widespread popularity by deploying Gamification in to present day curriculum as part of a new educational technology tool. This study addresses perception and usage of gamified learning environment from hedonic motivation perspective through incorporating the Hedonic-Motivation System Adoption Model to Gamified Learning Environment. In this study, a model was developed and tested using a Structure Equation Modelling technique. The results show that perceived usefulness, perceived ease of use, enjoyment and control all have a significant positive relationship with behavioural intention of use and focused immersion which indicates that the acceptance of Gamified Learning Environment could serve as a new educational tool to expedite the improvement of pedagogical and instructional technology. Also, increases students’ motivation and engagement in learning. On the contrary, we also found a negative relationship exists between enjoyment and focused Immersion. Possible research on the effect of enjoyment on focused immersion in gamification could be another area of concentration. In this study, aside from the introduction, the literature explains the adoption of the gamified learning environment and the hedonic motivation model at the end, the analysis and interpretation of our methodology were discussed.
author Oluwajana,,Dokun
Idowu,,Adeleye
Nat,,Muesser
Vanduhe,,Vanye
Fadiya,Samson
author_facet Oluwajana,,Dokun
Idowu,,Adeleye
Nat,,Muesser
Vanduhe,,Vanye
Fadiya,Samson
author_sort Oluwajana,,Dokun
title The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment
title_short The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment
title_full The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment
title_fullStr The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment
title_full_unstemmed The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment
title_sort adoption of students’ hedonic motivation system model to gamified learning environment
publisher Universidad de Talca
publishDate 2019
url http://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-18762019000300109
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