Skip to Main content Skip to Navigation
Conference papers

Raising Students’ Cognitive Engagement Intention in a Preliminary IS Course Using Gamification

Abstract : This paper guides factors influencing undergraduate students’ cognitive engagement intention, using activities in the preliminary Information Systems (IS) course as the gamified settings. A simple process, using student-led activities, to implement gamification in educational environments, is described. A research model, consisting of game elements, perceived game usefulness, attitude towards the course, and cognitive engagement intention, is proposed. The main objectives are to examine the impact of these factors on students’ cognitive engagement intention. Data are collected using questionnaires. The model is statistically tested using structure equation modeling. The results show that game elements directly and indirectly affect cognitive engagement intention. Student’s attitude towards the course, which is strongly influenced by perceived game usefulness, is also important to raise their cognitive engagement.
Complete list of metadata

Cited literature [50 references]  Display  Hide  Download

https://hal.inria.fr/hal-01963061
Contributor : Hal Ifip <>
Submitted on : Friday, December 21, 2018 - 9:55:21 AM
Last modification on : Thursday, February 7, 2019 - 3:36:20 PM
Long-term archiving on: : Friday, March 22, 2019 - 3:15:53 PM

File

472384_1_En_7_Chapter.pdf
Files produced by the author(s)

Licence


Distributed under a Creative Commons Attribution 4.0 International License

Identifiers

Citation

Mathupayas Thongmak. Raising Students’ Cognitive Engagement Intention in a Preliminary IS Course Using Gamification. 12th International Conference on Research and Practical Issues of Enterprise Information Systems (CONFENIS), Sep 2018, Poznan, Poland. pp.81-95, ⟨10.1007/978-3-319-99040-8_7⟩. ⟨hal-01963061⟩

Share

Metrics

Record views

93

Files downloads

15