Please use this identifier to cite or link to this item:
https://digital.lib.ueh.edu.vn/handle/UEH/73164
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.advisor | Hoàng Thu Hằng | en_US |
dc.contributor.author | Nguyễn Ngọc Trinh | en_US |
dc.contributor.other | Nguyễn Đặng Hiền Nhi | en_US |
dc.contributor.other | Nguyễn Như Quỳnh | en_US |
dc.contributor.other | Phạm Thị Việt An | en_US |
dc.date.accessioned | 2024-11-26T03:51:55Z | - |
dc.date.available | 2024-11-26T03:51:55Z | - |
dc.date.issued | 2022 | - |
dc.identifier.uri | https://digital.lib.ueh.edu.vn/handle/UEH/73164 | - |
dc.description.abstract | It 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.medium | 77 p. | en_US |
dc.language.iso | en | en_US |
dc.publisher | University of Economics Ho Chi Minh City | en_US |
dc.relation.ispartofseries | Giải thưởng Nhà nghiên cứu trẻ UEH 2022 | en_US |
dc.subject | Gamification | en_US |
dc.subject | Hybrid Learning | en_US |
dc.subject | Student Engagement | en_US |
dc.subject | Student Academic Achievement | en_US |
dc.subject | Student Satisfaction | en_US |
dc.title | Enhancing Student Engagement, Performance And Satisfaction Via Gamification Elements In Hybrid Learning Context | en_US |
dc.type | Research Paper | en_US |
ueh.speciality | Kinh tế học – kinh tế phát triển – kinh tế chính trị | en_US |
ueh.award | Giải B | en_US |
item.cerifentitytype | Publications | - |
item.fulltext | Full texts | - |
item.grantfulltext | reserved | - |
item.openairetype | Research Paper | - |
item.languageiso639-1 | en | - |
item.openairecristype | http://purl.org/coar/resource_type/c_18cf | - |
Appears in Collections: | Nhà nghiên cứu trẻ UEH |
Files in This Item:
File
Description
Size
Format
Google ScholarTM
Check
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.