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The Impact of Gamification and Immersive Digital Learning on E-Learning Effectiveness and User Satisfaction

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Zenodo2025-09-03 更新2026-05-26 收录
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E-learning platforms in Indonesia continue to face significant challenges, including low student discipline, outdated content, and high dropout rates. More than 34.3% of digital materials are reported as irrelevant, and over 14.3% of students remain disengaged from advanced tools such as virtual reality (VR). To address these issues, this study explores the integrated impact of gamification and immersive digital learning on e-learning effectiveness and user satisfaction. Data were collected during April and May 2025 through an online questionnaire distributed on multiple social media channels. A purposive sampling method was employed to target 440 respondents across the JABODETABEK (Indonesia) region who had prior experience using gamified e-learning platforms and immersive digital tools such as VR. The research instrument included 35 Likert-scale items covering seven key constructs: perceived ease of use, perceived usefulness, gamification, VR benefits, engagement, user motivation, learning effectiveness, and user satisfaction. Structural Equation Modeling (SEM) using SmartPLS 4 was applied to evaluate the relationships among these variables. The analysis reveals that gamification significantly contributes to increased user motivation, engagement, and perceived learning outcomes. However, VR benefits were not found to have a statistically significant influence on perceptions of gamification. These findings highlight the need to address technological barriers and improve the accessibility of immersive tools in digital education. This study offers practical insights for educators and developers aiming to improve the effectiveness and sustainability of e-learning platforms through targeted digital innovation.

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Zenodo
创建时间:
2025-09-03
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