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Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/72649
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dc.contributor.advisorHoàng Trọngen_US
dc.contributor.authorNguyễn Thị Minh Phươngen_US
dc.contributor.otherHoàng Bảo Tâmen_US
dc.contributor.otherNguyễn Phạm Gia Linhen_US
dc.contributor.otherHuỳnh Ngọcen_US
dc.contributor.otherNguyễn Thị Ngọc Trangen_US
dc.date.accessioned2024-11-15T03:28:51Z-
dc.date.available2024-11-15T03:28:51Z-
dc.date.issued2024-
dc.identifier.urihttps://digital.lib.ueh.edu.vn/handle/UEH/72649-
dc.description.abstractThe issue of transferring knowledge between speakers and listeners is always of concern to schools. Nowadays, not only lecturers but also UEH students are always looking for many methods of communication and presentation to attract and bring more effectiveness and benefits to listeners. Applying gamification elements to the learning process is becoming more and more popular, and Kahoot! is such an application, a popular application at UEH University. This study will focus its analysis on Kahoot! as an effective and interesting learning method. Thereby evaluating the level of continued use of Kahoot! in the future if they have positive impacts on the morale, performance and learning outcomes of UEH university students when used. This study collects data from an online survey questionnaire via Google Form sent to 327 students at UEH University. The obtained data were processed using partial least squares structural equation modeling (PLS-SEM). The research will focus on evaluating the structure of the typical elements of gamification: Competitiveness, Enjoyment and Challenge. Research results show that specific elements of gamification can have positive effects on learners' morale, cognition, performance and learning outcomes. From there, learners have more motivation to continue using the learning application that incorporates gamification elements. This study not only provides recommendations for lecturers when transmitting knowledge but also for students when they want to create their own lessons. Thanks to that, students will actively participate in lectures that use more gamification elements. Besides, manufacturers can rely on research to learn more about users' desires to develop better applications.en_US
dc.format.medium94 p.en_US
dc.language.isovien_US
dc.publisherUniversity of Economics Ho Chi Minh Cityen_US
dc.relation.ispartofseriesGiải thưởng Nhà nghiên cứu trẻ UEH 2024en_US
dc.subjectGamificationen_US
dc.subjectKahoot!en_US
dc.subjectlearning applicationsen_US
dc.subjectonline learningen_US
dc.subjectcontinued useen_US
dc.subjectstudentsen_US
dc.titleUnderstanding the factors contributing to the continued use of kahoot! – Gamification platform for learning: a case study of UEH studentsen_US
dc.typeResearch Paperen_US
ueh.specialityCông nghệ thông tinen_US
ueh.awardGiải Ben_US
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.grantfulltextreserved-
item.cerifentitytypePublications-
item.fulltextFull texts-
item.openairetypeResearch Paper-
item.languageiso639-1vi-
Appears in Collections:Nhà nghiên cứu trẻ UEH
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