The Australasian Journal of Information Systems
Author ORCID Identifier
Justin Filippou
Christopher Cheong
France Cheong
Document Type
Research on IS Education
Abstract
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamification. Education can benefit from gamification by improving the learning environment to make it more enjoyable and engaging for students. Factors that influence students’ preference for use of gamification are identified. Students are surveyed on their experiences of playing a gamified quiz, named Quick Quiz, during class. Quick Quiz features several gamification elements such as points, progress bars, leader boards, timers, and charts. Data collected from the survey is analysed using Partial Least Squares. Factors including ‘usefulness’, ‘preference for use’, ‘knowledge improvement’, ‘engagement’, ‘immersion’ and ‘enjoyment’ were found to be significant determinants. Students were found to have a preference for use for gamification in their learning environment.
Recommended Citation
Filippou, Justin; Cheong, Christopher; and Cheong, France
(2018)
"A Model to Investigate Preference for Use of Gamification in a Learning Activity,"
The Australasian Journal of Information Systems: Vol. 22:
No.
1, Article 17.
DOI: 10.3127/ajis.v22i0.1397
Available at:
https://aisel.aisnet.org/ajis/vol22/iss1/17