Evaluation of the Influence of Student Engagement, Gamification, and Student Perspectives on Electronic Learning

The study investigates the influence of student involvement, gamification implementation, and student viewpoints on Electronic Learning. A research model is three hypotheses and four variables, consisting of three exogenous factors: student engagement, gamification, student perspective, and the endogenic variable of Electronic Learning. The operational variable consists of 29 indicators. Primary data was obtained from 165 respondents who are students in Greater Jakarta through an online survey. The Smart-PLS program is employed to conduct the data analysis using SEM-PLS. Research results show a significant positive correlation between student engagement, gamification, and student perspectives on electronic learning. The study recommends that colleges enhance e-learning efficacy by including gamification aspects to boost student engagement and consider students’ perspectives and requirements in designing interactive and engaging learning platforms.

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Publication Details

Published
2024-09-12
DOI
https://doi.org/10.1109/ic2ie63342.2024.10748209
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
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article

Evaluation of the Influence of Student Engagement, Gamification, and Student Perspectives on Electronic Learning

Dicky Hida Syahchari, Nila Astiti
2 citations
Educational Games and Gamification
1.58
article

Evaluation of the Influence of Student Engagement, Gamification, and Student Perspectives on Electronic Learning

Dicky Hida Syahchari, Nila Astiti
article en
2 citations

Abstract

The study investigates the influence of student involvement, gamification implementation, and student viewpoints on Electronic Learning. A research model is three hypotheses and four variables, consisting of three exogenous factors: student engagement, gamification, student perspective, and the endogenic variable of Electronic Learning. The operational variable consists of 29 indicators. Primary data was obtained from 165 respondents who are students in Greater Jakarta through an online survey. The Smart-PLS program is employed to conduct the data analysis using SEM-PLS. Research results show a significant positive correlation between student engagement, gamification, and student perspectives on electronic learning. The study recommends that colleges enhance e-learning efficacy by including gamification aspects to boost student engagement and consider students’ perspectives and requirements in designing interactive and engaging learning platforms.

Binus University (ID)
Openalex Percentile: Top 15%
Educational Games and Gamification
1.58
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Evaluation of the Influence of Student Engagement, Gamification, and Student Perspectives on Electronic Learning — Dicky Hida Syahchari, Nila Astiti · (2024) | TGRS Research Map | TGRS