five

Analysis of Dynamics Gamification in Education to Enhance Student's Learning Satisfaction

收藏
NIAID Data Ecosystem2026-05-02 收录
下载链接:
https://zenodo.org/record/13343752
下载链接
链接失效反馈
官方服务:
资源简介:
In recent years, gamification has become more and more popular. Dynamic gamification includes game elements—like points, badges, leaderboards, prizes, and feedback systems—to match the evolving demands of users. The goal of this study is to demonstrate whether using dynamic gamification in education can improve students' satisfaction levels. Several variables will be tested, including gamification, game elements, dynamics, mechanics, motivation, learning engagement, learning satisfaction, and knowledge. Non-probability purposive sampling is the sampling technique employed in this study. In this study, 477 participants were involved, but only 400 of the participants are valid as the participants must either know about gamification in education or have utilized gamification platform before. The study requires participants from Indonesia, either from JABODETABEK or outside of JABODETABEK to complete an online questionnaire from March 23 to May 2, 2024. According to the study's findings, ten out of the ten hypotheses stated in this study have significant impact.
创建时间:
2024-10-31
5,000+
优质数据集
54 个
任务类型
进入经典数据集
二维码
社区交流群

面向社区/商业的数据集话题

二维码
科研交流群

面向高校/科研机构的开源数据集话题

数据驱动未来

携手共赢发展

商业合作