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Resumo(s)
Used in countless sectors, gamification only recently has gained popularity as an integral part
of applications, services, software and systems available worldwide. A core assumption, in
educational contexts, is that it can be used to better motivate users, by making learning more
engaging, enjoyable and easier to understand. However, despite its growing use, limited
research until now has been done about mobile learning apps, specifically, when it comes to
how gamification can influence learning, how it can promote user satisfaction and perceived
value. To address this gap, our study proposes a new theoretical model based on SelfDetermination Theory and incorporating three different categories of gamification elements
(achievement/progression, social and immersion-oriented) to examine their effects in user
satisfaction and perceived value via learning engagement and learning effectiveness. Data
from 165 respondents were analysed using partial least squares structural equation modelling
(PLS-SEM). Results indicate that achievement/progression gamification elements are
positively associated with the satisfaction of competence and autonomy needs. Socialoriented elements supported only the satisfaction of relatedness and immersion-oriented
elements fostered the satisfaction of all basic psychological needs. Learning engagement
strongly contributes to learning effectiveness and perceived value, even though not directly
to user satisfaction. Overall, learning effectiveness and perceived value played a significant
role in fulfilling user satisfaction. The results imply that gamification can have a substantially
positive effect on mobile learning apps’ user satisfaction and obtained perceived value.
Finally, this study provides theoretical and practical contributions, by introducing and
validating a new innovative model of gamification in mobile learning apps and offering
practical guidance for app designers and organizations aiming to enhance learning outcomes,
user satisfaction, and perceived value through effective gamification strategies.
Descrição
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Business Intelligence
Palavras-chave
Gamification Perceived value User satisfaction Learning Mobile learning apps
