Investigating the effects of gamifying homework on students' perceived satisfaction, behavioral intention and intrinsic motivation.
Ahmed Hosny Saleh MetwallyAhmed Mohamed Fahmy YousefYining WangPublished in: GamiFIN (2019)
Keyphrases
- intrinsic motivation
- behavioral intention
- perceived usefulness
- cognitive style
- college students
- attitudes toward
- student achievement
- student learning
- user satisfaction
- statistically significant
- high school
- factors affecting
- learning environment
- technology acceptance
- online environment
- structural equation modeling
- technology acceptance model
- university students
- dependent variables
- individual differences
- computer self efficacy
- mobile services
- learning styles
- social influence
- factors that affect
- empirically tested
- grade students
- job satisfaction
- technology adoption
- privacy concerns
- service quality
- independent variables
- learning strategies
- learning tools
- learning experience
- learning gains
- collaborative learning
- video games
- content analysis
- online course
- control group
- experimental group
- computer assisted instruction