Please use this identifier to cite or link to this item:
https://gnanaganga.inflibnet.ac.in:8443/jspui/handle/123456789/2063
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Gupta, Saurabh | - |
dc.contributor.author | Priyanka | - |
dc.date.accessioned | 2023-11-20T12:44:20Z | - |
dc.date.available | 2023-11-20T12:44:20Z | - |
dc.date.issued | 2022-09-06 | - |
dc.identifier.issn | 2059-5891 | - |
dc.identifier.uri | https://doi.org/10.1108/VJIKMS-04-2022-0131 | - |
dc.identifier.uri | http://gnanaganga.inflibnet.ac.in:8080/jspui/handle/123456789/2063 | - |
dc.description.abstract | Purpose: 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.iso | en | en_US |
dc.publisher | VINE Journal of Information and Knowledge Management Systems | en_US |
dc.subject | Gamification | en_US |
dc.subject | E-learning | en_US |
dc.subject | Engagement | en_US |
dc.subject | Flow | en_US |
dc.subject | Student motivation | en_US |
dc.subject | Sequential mediation analysis | en_US |
dc.title | Gamification and E-Learning Adoption: A Sequential Mediation Analysis of Flow and Engagement | en_US |
dc.type | Article | en_US |
Appears in Collections: | Journal Articles |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
10-1108_VJIKMS-04-2022-0131.pdf Restricted Access | 334.2 kB | Adobe PDF | View/Open Request a copy |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.