Do Skills and Challenge Affect Perceived Learning? Mediating Role of Engagement

Author:

Acharya Anitha1,Gupta Manish2ORCID

Affiliation:

1. Department of Marketing and Strategy. IBS Hyderabad, a Constituent of IFHE, Deemed to be University, Hyderabad, India

2. Department of HR, IBS Hyderabad, a Constituent of IFHE, Deemed to be University, Hyderabad, India

Abstract

Gamification, the usage of elements relating to game design to non-game activities, has gained considerable attention from academia and industry. It is uncertain as to whether students require skills and challenges to engage them in the game for enhancing their learning. Thus, the objective of this article is to examine the mediating role of engagement in the relationship between skill and perceived learning as well as between challenge and perceived learning in game-based learning environments. Data was gathered using a survey of Player Unknown's Battlegrounds (PUBG) players. A total of 233 young Indian players participated in the study. The results showed that engagement fully mediates the relationship between skill and perceived learning as well as between challenge and perceived learning. This study contributes to the literature on game-based learning by providing evidence for the educational video games to be one of the effective means of learning. Results of the present study imply that the educational game designers can design challenging games to engage the students.

Publisher

IGI Global

Subject

Marketing,Strategy and Management,Computer Networks and Communications,Computer Science Applications

Reference87 articles.

1. An application of brand personality to green consumers: A thematic analysis.;A.Acharya;Qualitative Report,2016

2. Self-image enhancement through branded accessories among youths: A phenomenological study in India.;A.Acharya;Qualitative Report,2016

3. The concept of flow in collaborative game-based learning

4. Storification in History education: A mobile game in and about medieval Amsterdam

5. Using Case Studies as the Narrative to Game Design and Development

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Quality of care in mental health services: does patient engagement play a role?;International Journal of Quality & Reliability Management;2024-04-02

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3