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Factors Affecting Use Of Gamification By Undergraduate Student

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Mendeley Data2024-01-31 更新2024-06-27 收录
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http://doi.nrct.go.th/?page=resolve_doi&resolve_doi=10.14457/NU.res.2021.3
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Gamification uses techniques in the form of games without using the game itself. To be something that helps to motivate and motivate learners. Engage learners in learning in a fun way. Simple to use game mechanics as operators. Gamification attracts the learners to develop behavioral checks, improve and find solutions to problems. The objectives of this research were 1) to study the factors that influenced the use of business simulation game by the undergraduate students in Business Computer 2) to study the relationship between perceived usefulness, perceived ease of use, and perceived enjoyment towards attitude to use business simulation game, and 3) to study the attitude to use towards the behavioral intention to use business simulation game strongest determinants that influenced the students' attitude to use business simulation game. Fifty-eight NU undergraduate business computer students enroll the course 231461 Enterprise Systems in Term 1 in 2019 to answer 58 questionnaires. Data analysis used percentage, mean and standard deviation to test the hypothesis with Pearson Product Moment Correlation Coefficients and multiple regression. This study showed that the acceptance factors of using computer game simulating business situations affecting 4th-year undergraduate students' attitude in business computerfaculty of Business Administration Economics and Communication Naresuan University at a high level. Perceptions and attitudes in using business simulation computer games significantly related at the level 0.01 level and attitudes towards use influenced behavioral intention in using simulation computer games. Business with a significant level of 0.01
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