Learning through Gamification as perceived by Educators: A Survey-based Analysis of Affecting and Mediating Factors using SEM

Gamification of education has gained increasing interest for its potential to enhance the concentration and engagement of students and improve their performances but also reduce frustration and lack of motivation during learning contexts. Despite this growing interest, previous literature already shows a general lack of clear understanding of educators' perceptions regarding the use of online educational games. This research investigates the attitude of educators in accepting technology and online educational games in their teaching. It collected data through questionnaires targeting educators of different academic domains, both pre and in-service. These questionnaires dealt with variables of skill, attention, perceived learning, confidence, and satisfaction while engagement was a mediating variable. SEM analysis, a statistical approach that is used for researchers to explore and analyze the relationships between observed variables and identify constructs, examined these factors to identify the underlying drivers of educator acceptance of educational gaming. Attention, confidence, skill, and engagement were found to have a direct positive effect on perceived learning, while engagement both partially mediates with the variables of attention and confidence and has a full mediation with satisfaction. These relationships revealed that engagement plays a crucial role in many pathways, but skill and confidence appeared to have strong direct effects on perceived learning outcomes.

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Published
2024-12-13
DOI
https://doi.org/10.1145/3716554.3716601
Primary Topic
Educational Games and Gamification
Type
article
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article

Learning through Gamification as perceived by Educators: A Survey-based Analysis of Affecting and Mediating Factors using SEM

Stefanos Balaskas, Maria Rigou, Maria Koutroumani
Educational Games and Gamification
article

Learning through Gamification as perceived by Educators: A Survey-based Analysis of Affecting and Mediating Factors using SEM

Stefanos Balaskas, Maria Rigou, Maria Koutroumani
article en

Abstract

Gamification of education has gained increasing interest for its potential to enhance the concentration and engagement of students and improve their performances but also reduce frustration and lack of motivation during learning contexts. Despite this growing interest, previous literature already shows a general lack of clear understanding of educators' perceptions regarding the use of online educational games. This research investigates the attitude of educators in accepting technology and online educational games in their teaching. It collected data through questionnaires targeting educators of different academic domains, both pre and in-service. These questionnaires dealt with variables of skill, attention, perceived learning, confidence, and satisfaction while engagement was a mediating variable. SEM analysis, a statistical approach that is used for researchers to explore and analyze the relationships between observed variables and identify constructs, examined these factors to identify the underlying drivers of educator acceptance of educational gaming. Attention, confidence, skill, and engagement were found to have a direct positive effect on perceived learning, while engagement both partially mediates with the variables of attention and confidence and has a full mediation with satisfaction. These relationships revealed that engagement plays a crucial role in many pathways, but skill and confidence appeared to have strong direct effects on perceived learning outcomes.

University of Patras (GR)
Quality Education
Openalex Percentile: Top 64%
Educational Games and Gamification
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Learning through Gamification as perceived by Educators: A Survey-based Analysis of Affecting and Mediating Factors using SEM — Stefanos Balaskas, Maria Rigou, et al. · (2024) | TGRS Research Map | TGRS