Electronics · 2024 · 21 citations · 65 references
EducationEducational PsychologyEducational TechnologyE-learningInstructional DesignStudent EngagementGame-based LearningIntrinsic MotivationMotivation In LearningOnline FeedbackOnline LearningSelf-regulated LearningFeedback In Learning GamesGamificationGamification In LearningGamification In Online LearningGamified LearningLearner MotivationLearning SatisfactionUser Satisfaction
In recent years, research and applications related to the metaverse have garnered widespread attention in the field of online education. However, enhancing user experiences in metaverse learning remains a challenging issue. This study aims to explore how gamification enhances the metaverse learning experience by boosting learning motivation. In the first phase of the research, the relationship between gamification, learning motivation, and user learning satisfaction was examined. The results indicated higher user satisfaction with gamified metaverse learning experiences, with intrinsic and external regulations serving as mediating factors between gamification and learning satisfaction. In the second phase of the study, the five elements of gamification (challenge, reward, feedback, PBL, social interaction) were further validated for their role in enhancing learning motivation and, consequently, improving learning satisfaction. Notably, the rewarding element emerged as the most significant factor. These research findings hold practical significance for providers of metaverse learning experiences and the application of gamification in metaverse learning. They provide valuable insights for future research and practical implementation in this evolving field.
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John Hattie, Helen Timperley · Review of Educational Research · 2007 · 12.1K citations · Full text
From game design elements to gamefulness
Sebastian Deterding, Dan Dixon, Rilla Khaled et al. · 2011 · 7.8K citations