doi: 10.18178/ijiet.2022.12.7.1665
Combining Online Learning with Gamification: An Exploration into Achievement, Motivation, and Satisfaction of the Undergraduate
- 1Suan Dusit University, Bangkok, Thailand
- 2King Mongkut's University of Technology North Bangkok, Thailand
Abstract
This research aims to develop online teaching plan through applying gamification. The results reveal learning performance, motivation, and satisfaction of the undergraduate towards the intervention. The sampling group is the undergraduate enrolling in Digital Literacy course in the second semester of the 2020 academic year of 154. The research tools consist of online teaching plan incorporating gamification, achievement test, motivation level evaluation form, and satisfaction survey of the undergraduate with this teaching plan. The results inform that the online teaching plan generates performance according to the specified 80/80 criteria. The learning performance of the undergraduate is significantly higher than that before the implementation of the online teaching plan incorporating gamification at .01. Learning motivation of the undergraduate is significantly different with the statistical level of .01. Also, the undergraduate is highly satisfied with online teaching applying gamification.
Keywords
- Online teaching
- gamification
- undergraduate
How to Cite
Jira Jitsupa, Mutita Takomsane, Sasanun Bunyawanich, Nualsri Songsom, and Prachyanun Nilsook, "Combining Online Learning with Gamification: An Exploration into Achievement, Motivation, and Satisfaction of the Undergraduate," International Journal of Information and Education Technology, vol. 12, no. 7, pp. 643-649, 2022. https://doi.org/10.18178/ijiet.2022.12.7.1665
Copyright & License
Copyright © 2022 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).