| Literature DB >> 35992365 |
Akanksha Ghai1, Urvashi Tandon1.
Abstract
The current study investigates the interaction of Gamification, and Instructional Design to enhance the Usability of e-Learning in higher education programs. The study also examines the mediating role of Instructional design. Data were collected from a self-structured questionnaire from the academicians and was analyzed through Structural Equation Modelling (SEM). The results of the study confirmed that gamification is a multi-dimensional construct significantly predicted by elements, game dynamics, motivation, and game mechanics. Further, Instructional design partially mediates the relationship between gamification and usability of e-learning. This research demonstrates that Gamification can enhance the learning environment for e-learning students. This study will also inspire educators and course developers to give due consideration to the instructional design and gamification of an online course. The research findings will motivate educators/instructors/course developers to give equal importance to instructional design and gamification as well as to the content.Entities:
Keywords: Distance learning; E-learning; Education; Education for sustainability; Gamification; Instructional Design; Mediation; Usability of e-learning
Year: 2022 PMID: 35992365 PMCID: PMC9376899 DOI: 10.1007/s10639-022-11202-5
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Fig. 1Proposed Model
Demographic Profile
| Demographic Characteristic N = 382 | Response | Percentage |
|---|---|---|
|
| ||
| Male | 198 | 51.8 |
| Female | 184 | 48.16 |
|
| ||
| Graduates | 106 | 27.74 |
| Postgraduates | 129 | 33.77 |
| Doctorates | 147 | 38.49 |
|
| ||
| 25–30 | 80 | 20.95 |
| 31–40 | 248 | 64.92 |
| Above 40 | 54 | 14.13 |
|
| ||
| Less than 1 year | 68 | 17.77 |
| 1 year − 2 years | 142 | 37.14 |
| More than 2 years | 172 | 45.09 |
|
| ||
| <Less than or equal to 10 h | 140 | 36.54 |
| 11–15 h | 181 | 47.48 |
| More than 15 h | 61 | 15.97 |
Measurement Model
| Std. Estimate | Std. Error. | Critical Ratio. | Average Variance Extracted | Composite Reliability | |||
|---|---|---|---|---|---|---|---|
|
| MOT1 | 0.772 | |||||
| MOT2 | 0.737 | 0.06 | 14.504 | ||||
| MOT3 | 0.731 | 0.067 | 14.372 | 0.576 | 0.844 | ||
| MOT4 | 0.793 | 0.068 | 15.724 | ||||
|
| GME1 | 0.668 | |||||
| GME2 | 0.653 | 0.078 | 11.555 | ||||
| GME3 | 0.732 | 0.095 | 12.77 | 0.51 | 0.838 | ||
| GME4 | 0.787 | 0.09 | 13.589 | ||||
| GME5 | 0.721 | 0.097 | 12.604 | ||||
|
| GMD1 | 0.721 | |||||
| GMD2 | 0.686 | 0.07 | 12.914 | ||||
| GMD3 | 0.787 | 0.076 | 14.839 | 0.531 | 0.85 | ||
| GMD4 | 0.718 | 0.081 | 13.535 | ||||
| GMD5 | 0.728 | 0.079 | 13.713 | ||||
|
| GMM1 | 0.789 | |||||
| GMM2 | 0.796 | 0.073 | 16.379 | 0.618 | 0.829 | ||
| GMM3 | 0.773 | 0.071 | 15.817 | ||||
|
| IND1 | 0.693 | |||||
| IND2 | 0.775 | 0.085 | 13.851 | ||||
| IND3 | 0.786 | 0.084 | 14.033 | 0.586 | 0.876 | ||
| IND4 | 0.773 | 0.083 | 13.812 | ||||
| IND5 | 0.796 | 0.083 | 14.192 | ||||
|
| USB1 | 0.779 | |||||
| USB2 | 0.716 | 0.065 | 14.75 | ||||
| USB3 | 0.787 | 0.061 | 16.556 | ||||
| USB4 | 0.708 | 0.06 | 14.566 | ||||
| USB5 | 0.746 | 0.064 | 15.496 | 0.549 | 0.916 | ||
| USB6 | 0.727 | 0.057 | 15.024 | ||||
| USB7 | 0.773 | 0.061 | 16.18 | ||||
| USB8 | 0.655 | 0.063 | 13.288 | ||||
| USB9 | 0.765 | 0.06 | 15.988 | ||||
Correlation Matrix
| Motivation | Game Elements | Game Dynamics | Game Mechanics | Usability of e-learning | Instructional Design | |||
|---|---|---|---|---|---|---|---|---|
|
|
| |||||||
|
| 0.689** |
| ||||||
|
| 0.600** | 0.669** |
| |||||
|
| 0.624** | 0.679** | 0.628** |
| ||||
|
| 0.590** | 0.650** | 0.651** | 0.590** |
| |||
|
| 0.565** | 0.621** | 0.670** | 0.658** | 0.662** |
| ||
**. Correlation is significant at the 0.01 level (2-tailed).
Structural Model
| Std. | SE. | CR. | P | Results | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Motivation | ◊ | Gamification | 0.835 | 0.000*** | Supported | |||||||||||
| Game Elements | ◊ | Gamification | 0.899 | 0.049 | 22.03 | 0.000*** | Supported | |||||||||
| Game Dynamics | ◊ | Gamification | 0.868 | 0.051 | 20.904 | 0.000*** | Supported | |||||||||
| Game Mechanics | ◊ | Gamification | 0.783 | 0.061 | 17.863 | 0.000*** | Supported | |||||||||
| Gamification | ◊ | Usability of e-learning | 0.737 | 0.053 | 16.218 | 0.000*** | Supported | |||||||||
Goodness of fit statistics CMIN/df = 2.658, GFI = 0.958, NFI = 0.976, AGFI = 0.921, RFI = 0.978, TLI = 0.984, CFI = 0.966, RMSEA = 0.045, *** significant at 0.001 probability level, **significant at 0.01 probability level
Fig. 2Model after Mediation
Mediation results
| No. | Hypotheses | Direct effectβ | Total effectβ | Indirect effectβ | P value | Remark |
|---|---|---|---|---|---|---|
|
| Gamification∀Instructional design∀ Usability of e-learning | 0.481 | 0.737 | 0.256 | 0.000 | Partial mediation |
Goodness of fit statistics CMIN/df = 2.721, GFI = 0.956, NFI = 0.966, RFI = 0.952, TLI = 0.969, CFI = 0.978, RMSEA = 0.065
| MOT1 | Gamification leads to quick learning |
| MOT2 | Gamification promotes feeling of sense of achievement |
| MOT3 | Gamified content makes me motivated to learn novel concepts |
| MOT4 | Gamification motivates participation in group activities which enhances knowledge |
|
| |
| GME1 | Gamified activities lead to excitement among students. |
| GME2 | Enjoyment in group activities through Gamification promotes learning |
| GME3 | Gamified activities promote independent learning |
| GME4 | Competition with others in Gamification promote learning |
| GME5 | I can master difficult tasks through Gamified content |
|
| |
| GMD1 | Rewards/Points/Badges in Gamification motivate to participate more actively |
| GMD2 | Timely feedback instil confidence |
| GMD3 | Obtaining rewards through Gamified activities promote learning of technical subjects too |
| GMD4 | Game dynamics (rewards, achievements etc.) increase academic performance |
| GMD5 | Achievement of peers in Gamified activities motivate to participate more actively |
|
| |
| GMM1 | Game Mechanics (Progress-bars, leader-boards etc.) in Gamification leads to the competitive spirit |
| GMM2 | Game mechanics in Gamification leads to foster engagement |
| GMM3 | Game Mechanics in Gamification leads to sense of accomplishment |
|
| |
| IDD1 | Well organized instructional material improves my learning experience |
| IDD2 | Relevant instructional material enhances flow of learning |
| IDD3 | Presentation of gamified content with readable fonts of instructional content influence to learn better |
| IDD4 | Presentation of instructions in a course influences the learner’s interest |
| IDD5 | Composition of the instructional material based on the gamified principles lead to flexible learning |
|
| |
| USB1 | Gamified visuals help to learn better |
| USB2 | Clear message with multimedia promotes understanding of the subject |
| USB3 | Easy to read course instructions leads to usability |
| USB4 | Interactive tools help to learn fast |
| USB5 | Text, style and color og gamified content help to understand the technical concept. |
| USB6 | Gamified content helps me to master technical details of module |
| USB7 | Gamified quizzes are enjoyable. |
| USB8 | Use of high quality graphics in .facilitates online learning |
| USB9 | Proper navigation structure of gamified content aids in understanding of the concept |