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Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/78348
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dc.contributor.authorThu-Hang Hoang-
dc.contributor.authorHuy Truong Quang-
dc.contributor.authorMohammadreza Akbari-
dc.contributor.authorAn Duong-
dc.date.accessioned2026-07-07T07:10:38Z-
dc.date.available2026-07-07T07:10:38Z-
dc.date.issued2025-
dc.identifier.issn0040-0912 (Print), 1758-6127 (Online)-
dc.identifier.urihttps://digital.lib.ueh.edu.vn/handle/UEH/78348-
dc.description.abstractPurpose: As hybrid learning reshapes higher education in Vietnam, educators are turning to gamification to keep students motivated and connected. This study investigates how two types of gamification strategies – the Point-Badge-Leaderboard (PBL) triad (reward and peer competition mechanics) and learner-centred design features (instrumental value and gamified enjoyment) – influence learner engagement and, in turn, impact academic performance and course experience satisfaction. Design/methodology/approach: Guided by the Stimulus-Organism-Response (S-O-R) framework, we surveyed 290 business students enrolled in hybrid courses. We employed structural equation modelling to examine how gamified features affect engagement and shape key learning outcomes. Findings: Instrumental value and peer competition were the strongest drivers of learner engagement, followed by reward and enjoyment. Engagement significantly boosted both academic performance and course satisfaction, highlighting its central role in making gamified learning effective. Interestingly, direct effects from gamification to outcomes were limited, emphasising that engagement is the true engine behind compelling hybrid learning experiences. Originality/value: This study moves beyond surface-level gamification to unpack how students actually respond to different design choices. It offers practical insights for educators designing hybrid business courses and contributes to a more learner-focused, culturally grounded approach to gamification in emerging higher education systems.en
dc.language.isoeng-
dc.publisherEmerald-
dc.relation.ispartofEducation and Training-
dc.rightsEmerald-
dc.subjectGamificationen
dc.subjectHybrid learningen
dc.subjectLearner engagementen
dc.subjectAcademic performanceen
dc.subjectCourse satisfactionen
dc.subjectVietnamen
dc.titleLeveraging gamification for enhanced learner engagement and satisfaction in hybrid business coursesen
dc.typeJournal Articleen
dc.identifier.doihttps://doi.org/10.1108/ET-05-2023-0189-
dc.format.firstpage1-
dc.format.lastpage24-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.cerifentitytypePublications-
item.fulltextOnly abstracts-
item.languageiso639-1en-
item.openairetypeJournal Article-
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