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How does perceived value of gamification improve online learning effectiveness? The role of flow state

Bibliographic Data

ID21632369
AuthorsPin 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)
Year2025
Volume33
Issue4
Pages3037-3051
Publication date2025-04-21
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2024.2436932
OpenAlexW4405285988
LanguageEN
Citations received4
References cited55

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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Unique citing works4
Citations per year4
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 3

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