TY - GEN
T1 - Exploring college students' behavioral engagement intentions towards gamified online interactive platforms
T2 - 7th International Conference on Digital Technology in Education, ICDTE 2023
AU - Yan, Haoqun
AU - Zhang, Hongfeng
AU - Li, Fanbo
AU - Lam, Johnny L.
N1 - Publisher Copyright:
© 2023 ACM.
PY - 2023/9/8
Y1 - 2023/9/8
N2 - The online learning model offers students a variety of learning opportunities. Although the online interaction between teachers and students is frequently unsatisfactory, the game element itself has features that can make up for the lack of interactivity during the online interaction between teachers and students. Through an empirical research method that combines the Technology Acceptance Model (TAM) and Theory of Planned Behavior (TPB), this study investigates college students' intention to participate in gamified online interactive platforms in Guangdong Province and Macao. It also introduces additional external variables to build a theoretical model for the study. According to the study, three mediating variables-perceived usefulness, perceived enjoyment, and perceived behavioral control-were found to mediate between visual learning style and engagement intention, respectively. And perceived usefulness and perceived enjoyment serve as mediators between perceptual behavioral control and intention to interact, respectively. Finally, recommendations are offered for the future practical implementation of gamified online interaction platforms in the classroom based on the study's findings.
AB - The online learning model offers students a variety of learning opportunities. Although the online interaction between teachers and students is frequently unsatisfactory, the game element itself has features that can make up for the lack of interactivity during the online interaction between teachers and students. Through an empirical research method that combines the Technology Acceptance Model (TAM) and Theory of Planned Behavior (TPB), this study investigates college students' intention to participate in gamified online interactive platforms in Guangdong Province and Macao. It also introduces additional external variables to build a theoretical model for the study. According to the study, three mediating variables-perceived usefulness, perceived enjoyment, and perceived behavioral control-were found to mediate between visual learning style and engagement intention, respectively. And perceived usefulness and perceived enjoyment serve as mediators between perceptual behavioral control and intention to interact, respectively. Finally, recommendations are offered for the future practical implementation of gamified online interaction platforms in the classroom based on the study's findings.
KW - Technology Acceptance Model
KW - Theory of Planned Behavior
KW - gamified online interaction platforms
KW - intention
UR - http://www.scopus.com/inward/record.url?scp=85182726178&partnerID=8YFLogxK
U2 - 10.1145/3626686.3626698
DO - 10.1145/3626686.3626698
M3 - Conference contribution
AN - SCOPUS:85182726178
T3 - ACM International Conference Proceeding Series
SP - 43
EP - 50
BT - ICDTE 2023 - 2023 7th International Conference on Digital Technology in Education
PB - Association for Computing Machinery
Y2 - 8 September 2023 through 10 September 2023
ER -