Advanced
Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/72672
Full metadata record
DC FieldValueLanguage
dc.contributor.advisorĐinh Tiên Minhen_US
dc.contributor.authorNguyễn Thanh Hảien_US
dc.contributor.otherVõ Đức Nghĩaen_US
dc.contributor.otherLê Nguyễn Châu Anhen_US
dc.contributor.otherĐinh Bảo Ngọcen_US
dc.date.accessioned2024-11-15T07:30:11Z-
dc.date.available2024-11-15T07:30:11Z-
dc.date.issued2024-
dc.identifier.urihttps://digital.lib.ueh.edu.vn/handle/UEH/72672-
dc.description.abstractWith the increasing need of today's students for learning, there is a demand for diverse learning solutions to meet the needs of self-directed learning as well as meet the needs of student learning quality. In the age of continuous technological and digital development, gamification is increasingly widely applied not only in commercial fields but also in the field of education. Gamification in education is gradually becoming more popular, especially through applications for self-directed learning with the expectation of enhancing students’ learning efficiency. This study was conducted to evaluate how gamification factors in applications for self-directed learning impact student learning performance through the 4 elements of ARCS motivational design model. Our team proposes a research model based on a theoretical basis, the ARCS motivational design model (Keller, 2010), secondary data sources as well as qualitative research results. With the independent variables being competition, enjoyment, and reward, the four mediating variables include attention, relevance, confidence, and satisfaction. The research uses a quantitative analysis method with 210 responses from a survey of university students in the South of Vietnam - of which 200 students have experienced gamification through applications. Self-directed learning is popular in Vietnam. Data were analyzed using mixed methods, including preliminary research using qualitative methods and formal research using quantitative methods. For quantitative research methods, SPSS and Smart PLS are software that support the project in the process of descriptive statistics, testing models and hypotheses as well as evaluating the scale used in the research. The research report provides results and implications for educational institutions, educators, program designers, learning applications as well as researchers related to the field of education in general and The issue of applying gamification to improve learning efficiency in self-directed learning environments in particularen_US
dc.format.medium110 p.en_US
dc.language.isoenen_US
dc.publisherUniversity of Economics Ho Chi Minh Cityen_US
dc.relation.ispartofseriesGiải thưởng Nhà nghiên cứu trẻ UEH 2024en_US
dc.titleAnalyzing the effect of gamification on learning effectiveness through applications for selfdirected learning: using elements of the ARCS modelen_US
dc.typeResearch Paperen_US
ueh.specialityKinh tếen_US
ueh.awardGiải Ben_US
item.languageiso639-1en-
item.cerifentitytypePublications-
item.grantfulltextreserved-
item.openairetypeResearch Paper-
item.fulltextFull texts-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
Appears in Collections:Nhà nghiên cứu trẻ UEH
Files in This Item:

File

Description

Size

Format

Show simple item record

Google ScholarTM

Check


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.