Please use this identifier to cite or link to this item: https://gnanaganga.inflibnet.ac.in:8443/jspui/handle/123456789/2063
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dc.contributor.authorGupta, Saurabh-
dc.contributor.authorPriyanka-
dc.date.accessioned2023-11-20T12:44:20Z-
dc.date.available2023-11-20T12:44:20Z-
dc.date.issued2022-09-06-
dc.identifier.issn2059-5891-
dc.identifier.urihttps://doi.org/10.1108/VJIKMS-04-2022-0131-
dc.identifier.urihttp://gnanaganga.inflibnet.ac.in:8080/jspui/handle/123456789/2063-
dc.description.abstractPurpose: The purpose of this paper is to examine the effect of gamification on students’ e-learning adoption. In addition, this paper examines the effect of two mediations, that is, flow and engagement between gamification and e-learning adoption by using sequential mediation analysis. Design/methodology/approach: The authors used the online survey method to collect the 570 responses through convenience sampling procedure. Sequential mediation analysis technique was used to test the mediation hypothesis. Findings: The findings of this paper revealed that gamification elements are an important feature of flow, engagement in e-learning adoption process. Also, the paper found that engagement in the learning process is a key element for students to adopt e-learning. Research limitations/implications: This paper makes its contribution to the literature related to gamification and e-learning adoption. The paper signifies the importance of gamification as an educational application in e-learning environment and its contribution in designing an interactive learning environment. Originality/value: Empirically, to the best of the authors’ knowledge, it is the first paper to examine the sequential mediation model of gamification in the education sector in a developing nation like India. Furthermore, this paper also extends engagement and flow theory related to e-learning process by showing how students’ engagement and flow impact the e-learning adoption in the gamified environment.en_US
dc.language.isoenen_US
dc.publisherVINE Journal of Information and Knowledge Management Systemsen_US
dc.subjectGamificationen_US
dc.subjectE-learningen_US
dc.subjectEngagementen_US
dc.subjectFlowen_US
dc.subjectStudent motivationen_US
dc.subjectSequential mediation analysisen_US
dc.titleGamification and E-Learning Adoption: A Sequential Mediation Analysis of Flow and Engagementen_US
dc.typeArticleen_US
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