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https://digital.lib.ueh.edu.vn/handle/UEH/72672
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DC Field | Value | Language |
---|---|---|
dc.contributor.advisor | Đinh Tiên Minh | en_US |
dc.contributor.author | Nguyễn Thanh Hải | en_US |
dc.contributor.other | Võ Đức Nghĩa | en_US |
dc.contributor.other | Lê Nguyễn Châu Anh | en_US |
dc.contributor.other | Đinh Bảo Ngọc | en_US |
dc.date.accessioned | 2024-11-15T07:30:11Z | - |
dc.date.available | 2024-11-15T07:30:11Z | - |
dc.date.issued | 2024 | - |
dc.identifier.uri | https://digital.lib.ueh.edu.vn/handle/UEH/72672 | - |
dc.description.abstract | With the increasing need of today's students for learning, there is a demand for diverse learning solutions to meet the needs of self-directed learning as well as meet the needs of student learning quality. In the age of continuous technological and digital development, gamification is increasingly widely applied not only in commercial fields but also in the field of education. Gamification in education is gradually becoming more popular, especially through applications for self-directed learning with the expectation of enhancing students’ learning efficiency. This study was conducted to evaluate how gamification factors in applications for self-directed learning impact student learning performance through the 4 elements of ARCS motivational design model. Our team proposes a research model based on a theoretical basis, the ARCS motivational design model (Keller, 2010), secondary data sources as well as qualitative research results. With the independent variables being competition, enjoyment, and reward, the four mediating variables include attention, relevance, confidence, and satisfaction. The research uses a quantitative analysis method with 210 responses from a survey of university students in the South of Vietnam - of which 200 students have experienced gamification through applications. Self-directed learning is popular in Vietnam. Data were analyzed using mixed methods, including preliminary research using qualitative methods and formal research using quantitative methods. For quantitative research methods, SPSS and Smart PLS are software that support the project in the process of descriptive statistics, testing models and hypotheses as well as evaluating the scale used in the research. The research report provides results and implications for educational institutions, educators, program designers, learning applications as well as researchers related to the field of education in general and The issue of applying gamification to improve learning efficiency in self-directed learning environments in particular | en_US |
dc.format.medium | 110 p. | en_US |
dc.language.iso | en | en_US |
dc.publisher | University of Economics Ho Chi Minh City | en_US |
dc.relation.ispartofseries | Giải thưởng Nhà nghiên cứu trẻ UEH 2024 | en_US |
dc.title | Analyzing the effect of gamification on learning effectiveness through applications for selfdirected learning: using elements of the ARCS model | en_US |
dc.type | Research Paper | en_US |
ueh.speciality | Kinh tế | en_US |
ueh.award | Giải B | en_US |
item.openairecristype | http://purl.org/coar/resource_type/c_18cf | - |
item.grantfulltext | reserved | - |
item.cerifentitytype | Publications | - |
item.fulltext | Full texts | - |
item.openairetype | Research Paper | - |
item.languageiso639-1 | en | - |
Appears in Collections: | Nhà nghiên cứu trẻ UEH |
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