Subjective Behavior and Technological Perception: Exploring University Students' Engagement Intention in Online Gamified Learning

Fanbo Li, Hongfeng Zhang, Haoqun Yan, Hinlong Chu, Di Zhang, Cora Un In Wong

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This study focuses on investigating university students' engagement intention in online gamified learning, particularly in the context of the COVID-19 pandemic. By employing structural equation modeling (SEM) and fuzzy-set qualitative comparative analysis (FSQCA), this research identifies key factors and paths that influence engagement intention, contributing to a deeper theoretical understanding of online gamified teaching. The results of PLS-SEM show that perceived enjoyment, perceived usefulness, and output quality have a positive and significant impact on engagement intention, while subjective norms do not have a significant influence on engagement intention in online gamified learning. The FSQCA results reveal that subjective norms and perceived enjoyment are core conditions for engagement intention. These research findings provide important empirical support for understanding university students' engagement intention in online gamified teaching, uncover the mechanisms of different factors in the formation of engagement intention, and offer a theoretical basis for the practice and policy-making of online gamified teaching. They also provide directions for future research and exploration.

Original languageEnglish
Title of host publicationICEMT 2023 - 7th International Conference on Education and Multimedia Technology
PublisherAssociation for Computing Machinery
Pages243-251
Number of pages9
ISBN (Electronic)9798400709142
DOIs
Publication statusPublished - 29 Aug 2023
Event7th International Conference on Education and Multimedia Technology, ICEMT 2023 - Tokyo, Japan
Duration: 29 Aug 202331 Aug 2023

Publication series

NameACM International Conference Proceeding Series

Conference

Conference7th International Conference on Education and Multimedia Technology, ICEMT 2023
Country/TerritoryJapan
CityTokyo
Period29/08/2331/08/23

Keywords

  • FSQCA
  • gamification, online education, engagement intention, PLS-SEM

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