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Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/73164
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dc.contributor.advisorHoàng Thu Hằngen_US
dc.contributor.authorNguyễn Ngọc Trinhen_US
dc.contributor.otherNguyễn Đặng Hiền Nhien_US
dc.contributor.otherNguyễn Như Quỳnhen_US
dc.contributor.otherPhạm Thị Việt Anen_US
dc.date.accessioned2024-11-26T03:51:55Z-
dc.date.available2024-11-26T03:51:55Z-
dc.date.issued2022-
dc.identifier.urihttps://digital.lib.ueh.edu.vn/handle/UEH/73164-
dc.description.abstractIt has been widely assumed that gamification applications have been implemented in heaps of fields in Vietnam as e-wallet (MoMo, ZaloPay...), e-commerce (Shopee, Tiki...), and especially in education. Lectures can combine no-technology gamification and use-of-technology gamification, with integrated features such as progress bars, levels, badges, ranking, rewards... to inspire students to be more enthusiastic and satisfied in learning. In addition, the form of hybrid learning gradually began to gain popularity in Vietnam thanks to the Covid-19 pandemic and the previous online learning platform. This form of learning is expected to be the future of education and other areas of business. The fundamentals of this paper is to examine the relationships between gamification elements (Achievement Elements, Utilitarian Value, Hedonic Benefits, Competition) and Student Engagement, then determine the mediating effects of Student Engagement on Student Academic Achievement and Student Satisfaction by a survey of UEH University students. This study was carried out because previous studies on gamification in education only do quantitative research on how gamification features are implemented; few talk about the direct impact of gamification on student learning outcomes without studying student participation behavior. The highlight of this study is studying the mediate variable student engagement in the consequence of gamification elements and two variables of student learning outcomes specially in a hybrid learning context. The results of the analysis are as expected, the research model makes sense, and the hypotheses are supported.en_US
dc.format.medium77 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 2022en_US
dc.subjectGamificationen_US
dc.subjectHybrid Learningen_US
dc.subjectStudent Engagementen_US
dc.subjectStudent Academic Achievementen_US
dc.subjectStudent Satisfactionen_US
dc.titleEnhancing Student Engagement, Performance And Satisfaction Via Gamification Elements In Hybrid Learning Contexten_US
dc.typeResearch Paperen_US
ueh.specialityKinh tế học – kinh tế phát triển – kinh tế chính trịen_US
ueh.awardGiải Ben_US
item.cerifentitytypePublications-
item.fulltextFull texts-
item.grantfulltextreserved-
item.openairetypeResearch Paper-
item.languageiso639-1en-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
Appears in Collections:Nhà nghiên cứu trẻ UEH
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