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The impact of gamification in mobile learning apps: How it affects users' satisfaction and perceived value

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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

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