适度
心理学
调解
独创性
调解
技术接受模型
社会心理学
实证研究
情感(语言学)
应用心理学
可用性
社会学
计算机科学
社会科学
哲学
沟通
认识论
人机交互
创造力
作者
S. Huang,Hongfeng Zhang
出处
期刊:Asian Education and Development Studies
[Emerald (MCB UP)]
日期:2024-04-17
卷期号:13 (2): 150-167
被引量:1
标识
DOI:10.1108/aeds-11-2023-0152
摘要
Purpose The purpose of this empirical study is to explore the factors that influence college students' intention to engage in online gamified learning in Guangdong and Macao. Design/methodology/approach This study analyzed 289 valid questionnaires to statistically explore the factors that affect college students' intention to engage in online gamified learning. Findings The study discovered that extroverted learning style, perceived usefulness and perceived enjoyment have a positive and significant impact on students' intent to participate. Moreover, perceived usefulness and perceived enjoyment partially mediate the effect of extroverted learning style on the intention to engage in online gamified learning. Additionally, the impact of perceived usefulness on intention is moderated by different cultural backgrounds, with the moderation effect being stronger for Macao students than for non-Macao students. Originality/value This empirical study, based on the technology acceptance model (TAM), explores the factors that influence college students' intention to engage in online gamified learning in Guangdong and Macao and constructs a gamification acceptance model.
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