Affiliation:
1. Newcastle College University Centre, UK
Abstract
The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to strengthen group prospection of teams and improve retention. The GM used Pokémon GO to enable higher education students to engage in activities and challenges with a view to observe the impacts on health and wellbeing through collection of quantitative and qualitative data. The data that was collected involved a sample set (N = 50) of participants within the general educational sector. The model constructs were measured throughout the first academic semester, from September 2018 to February 2019. There is significant evidence to show that the use of ML in the classroom is beneficial depending on the influences from and engagement with participants. The contributions from these findings should provide the basics for further research into different studies involving MMOs and ML or gamification studies.
Cited by
3 articles.
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1. Gamification Design Principles and Mechanics to Improve Retention;Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning;2022
2. AR in Education;Gamification Strategies for Retention, Motivation, and Engagement in Higher Education;2020
3. VR in Higher Education;Gamification Strategies for Retention, Motivation, and Engagement in Higher Education;2020