dc.contributor.author |
Venter, Marisa |
|
dc.contributor.author |
Swart, Arthur James |
|
dc.date.accessioned |
2021-01-03T09:18:47Z |
|
dc.date.available |
2021-01-03T09:18:47Z |
|
dc.date.issued |
2019 |
|
dc.identifier.other |
doi.org/10.1007/978-3-030-05813-5_2 |
|
dc.identifier.uri |
http://hdl.handle.net/11462/2096 |
|
dc.description |
Published Article |
en_US |
dc.description.abstract |
The gamification of education offers various advantages
including increased engagement of students. Limited research is currently
available that can shed light on the influence of various gamification elements
in on-line learning environments on the engagement and continuance
use intention of students. The objective of the study was therefore
to investigate the influence of gamification elements in on-line learning
environments on the engagement of students and consequently on the
continuance use intention of students. The population of the study consisted
of 192 second-year Information Technology students enrolled at the
Central University of Technology (Free State). An on-line questionnaire
was used to collect data from students. The results indicated that the
rewards that students received, as well as their self-expression and status
in a gamified programming learning environment are very important to
enhance their engagement in these environments. Furthermore, the study
revealed that meaningful experiences in on-line learning environments is
the leading predictor of continuance use intention of students in gamified
programming learning environments. The results of this study could
assist instructors in information technology departments of higher education
institutions to incorporate gamified programming learning environments
into their learning offerings. |
en_US |
dc.language.iso |
en |
en_US |
dc.publisher |
Southern African Computer Lecturers' Association |
en_US |
dc.relation.ispartofseries |
SACLA;2018, CCIS 963, pp. 17–31, 2019 |
|
dc.subject |
Gamification |
en_US |
dc.subject |
Online Learning Environments |
en_US |
dc.subject |
Khan Academy |
en_US |
dc.title |
Continuance Use Intention of a Gamified Programming Learning System |
en_US |
dc.type |
Article |
en_US |