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The impact of gamified interaction on mobile learning APP users’ learning performance

The moderating effect of users’ learning style

Dados Bibliográficos

ID21451992
AutoresJun Fan (0000-0001-8227-9671, Zhejiang Gongshang University), Zhen Wang (0000-0001-6729-2640, Zhejiang Gongshang University), Wang Zhen (0000-0002-3482-3633, Zhejiang Gongshang University, autor correspondente)
Ano2025
Volume44
Fascículo7
Páginas1306-1319
Data de publicação2025-04-21
Peer ReviewedSim
Open AccessNão
TipoARTICLE
PeriódicoBehaviour and Information Technology (JOURNAL)
Identificadores do periódicoISSN: 0144-929X • E-ISSN: 1362-3001
EditoraInforma UK Limited (PUBLISHER • GB)
DOI10.1080/0144929x.2020.1787516
OpenAlexW3040676662
IdiomaEN
Citações recebidas6
Referências citadas31

This study investigates the effect of gamified interaction through mobile learning applications (APPs) to optimise users’ learning performance. This paper draws on social presence theory and social support theory to construct a model of gamified interaction. We conducted a survey questionnaire with a sample of 368 users from English learning APPs and used structural equation modelling to assess their learning performance. Our results reveal that not all dimensions of gamified interaction enhance learning performance directly. Some dimensions of gamified interaction can optimise users’ social presence and perceived social support, which in turn, improve users’ learning performance. In addition, learning style can influence users’ sense of social presence and perceived social support when they are facing the same gamified interactions. This study highlights the important determinants influencing users’ learning performance in the context of gamified mobile learning by incorporating three overlooked factors, gamified interaction, users’ learning experience and learning style. For managers of those learning APPs who want to attract more users it is advisable to carry out various gamified interactions through differentiated gamified tools based on users’ learning style, which can meet users’ psychological needs and thereby enhance effective learning experience

Context (archaeology) · Human–computer interaction · Machine learning · Structural equation modeling · Style (visual arts) · Computer Science · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology · Technology Adoption and User Behaviour

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Obras citantes distintas6
Citações por ano1,5
Intervalo de citações2022 - 2026 (5)
Velocidade de citaçãocurrent
Altamente citadoNão
Tipos de citaçãoNeutras: 5
Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae