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dc.contributor.advisorHo, Trung Hieu
dc.contributor.authorDoan, Thi Phi Sao
dc.date.accessioned2024-03-12T02:51:10Z
dc.date.available2024-03-12T02:51:10Z
dc.date.issued2022
dc.identifier.urihttp://keep.hcmiu.edu.vn:8080/handle/123456789/4302
dc.description.abstractPurpose: Gamification is the use of game aspects to non-game environments in order to improve user experience, motivation and engagement. While gamification has been studied in the commercial and marketing fields, it has gotten scant attention in the educational literature. Gamification in education is a promising approach for motivating and engaging students in their study. As a result, gamification is one of the instructional strategies that uses game features to boost learners' motivation and engagement. The study's goal is to design and test a model based on the Self-Determination theory (Relatedness, Autonomy, and Competence) for analyzing the influence of gamification on learners' psychological needs satisfaction (Social-related, Immersion-related and Achievement-related factors) as well as motivation in learning and propose potential strategies on how to make learning/ teaching experience better. The paper is intended for lecturers, college students, and other stakeholders interested in Gamification for education. Design/ Approach/ Methodology: To accomplish these objectives, data were gathered from students in a Gamified Class at International University, where achievement-related game elements met the needs for relatedness, autonomy, and competence; social-related game elements satisfied the needs for relatedness, autonomy, and competence; and immersion related game elements fulfilled the needs for relatedness, autonomy, and competence while learning, which was necessary to examine autonomous motivation. SmartPLS Version.3 was used to analyze the primary data received from a sample of 137 recent students who had participated in a gamified class at IU. Findings: the result shows autonomy psychological needs and relatedness psychological needs have a favorable impact on student autonomous learning motivation. The findings confirm the hypothesis that educational gamification can improve students' academic motivation. As a result of this research, more research on the requirements and obstacles of students learning with gamified methodologies is needed.Practical implications: The paper also has some implications for university/institute students and professors on how to make improvement in the learning process as well as learner motivation.en_US
dc.language.isoenen_US
dc.subjectUndergraduation educationen_US
dc.subjectEducational technology -- Gameen_US
dc.titleAnalysing The Effectiveness Of Gamification Elements In Undergraduation Educationen_US
dc.typeThesisen_US


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