How does perceived value of gamification improve online learning effectiveness? The role of flow state
Bibliographic Data
| ID | 21632369 |
|---|---|
| Authors | Pin Luarn (0000-0003-4561-5474, National Taiwan University of Science and Technolgy), Chiao-Chieh Chen (0000-0003-4016-0896, National Taiwan University of Science and Technolgy), Yu-Ping Chiu (National Taiwan Normal University), Yu‐Ping Chiu (0000-0003-1488-898X, National Taiwan Normal University, corresponding author) |
| Year | 2025 |
| Volume | 33 |
| Issue | 4 |
| Pages | 3037-3051 |
| Publication date | 2025-04-21 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Interactive Learning Environments (JOURNAL) |
| Journal identifiers | ISSN: 1049-4820 • E-ISSN: 1744-5191 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10494820.2024.2436932 |
| OpenAlex | W4405285988 |
| Language | EN |
| Citations received | 4 |
| References cited | 55 |
The use of gamification might offer a partial solution to the decline in students’ motivation and engagement in online learning settings, particularly in social science education within Chinese cultural contexts. This study aimed to examine whether perceived value of gamification (hedonic, utilitarian, and social value) in online learning may impact flow states (enjoyment and concentration) and online learning effectiveness (satisfaction and perceived learning) across education, communication, and business management disciplines. A survey was conducted to collect data from undergrade students in Taiwan, and structural equation modeling (SEM) was used to analyze the results. The findings revealed that hedonic value, utilitarian value, and social value significantly influence students’ flow states, which, in turn, affect their online learning effectiveness. These findings contributed to theoretical research on online learning in Chinese higher education and provide practical recommendations for leveraging gamification to enhance teaching effectiveness in social science disciplines, while considering cultural and pedagogical contexts
Educational technology · Electronic learning · Human–computer interaction · Knowledge management · Mathematics education · Multimedia · Online learning · Computer Science · Educational Games and Gamification · Flow Experience in Various Fields · Mathematics · Psychology · Virtual Reality Applications and Impacts
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Gamification
| Unique citing works | 4 |
|---|---|
| Citations per year | 4 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 3 |