TY - JOUR
T1 - How does perceived value of gamification improve online learning effectiveness? The role of flow state
AU - Luarn, Pin
AU - Chen, Chiao Chieh
AU - Chiu, Yu Ping
N1 - Publisher Copyright:
© 2024 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2025
Y1 - 2025
N2 - The use of gamification might offer a partial solution to the decline in students’ motivation and engagement in online learning settings, particularly in social science education within Chinese cultural contexts. This study aimed to examine whether perceived value of gamification (hedonic, utilitarian, and social value) in online learning may impact flow states (enjoyment and concentration) and online learning effectiveness (satisfaction and perceived learning) across education, communication, and business management disciplines. A survey was conducted to collect data from undergrade students in Taiwan, and structural equation modeling (SEM) was used to analyze the results. The findings revealed that hedonic value, utilitarian value, and social value significantly influence students’ flow states, which, in turn, affect their online learning effectiveness. These findings contributed to theoretical research on online learning in Chinese higher education and provide practical recommendations for leveraging gamification to enhance teaching effectiveness in social science disciplines, while considering cultural and pedagogical contexts.
AB - The use of gamification might offer a partial solution to the decline in students’ motivation and engagement in online learning settings, particularly in social science education within Chinese cultural contexts. This study aimed to examine whether perceived value of gamification (hedonic, utilitarian, and social value) in online learning may impact flow states (enjoyment and concentration) and online learning effectiveness (satisfaction and perceived learning) across education, communication, and business management disciplines. A survey was conducted to collect data from undergrade students in Taiwan, and structural equation modeling (SEM) was used to analyze the results. The findings revealed that hedonic value, utilitarian value, and social value significantly influence students’ flow states, which, in turn, affect their online learning effectiveness. These findings contributed to theoretical research on online learning in Chinese higher education and provide practical recommendations for leveraging gamification to enhance teaching effectiveness in social science disciplines, while considering cultural and pedagogical contexts.
KW - Gamification
KW - flow states
KW - perceived learning
KW - perceived value
KW - satisfaction
UR - https://www.scopus.com/pages/publications/85211443537
UR - https://www.scopus.com/pages/publications/85211443537#tab=citedBy
U2 - 10.1080/10494820.2024.2436932
DO - 10.1080/10494820.2024.2436932
M3 - Article
AN - SCOPUS:85211443537
SN - 1049-4820
VL - 33
SP - 3037
EP - 3051
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 4
ER -