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Exploring the impact of gamified elements on college students' learning in virtual learning communities

Yongzhong Yang (Business School, Sichuan University, Chengdu, China)
Aixian Yu (Business School, Sichuan University, Chengdu, China)
JinJing Li (Business School, Sichuan University, Chengdu, China)
Mohsin Shafi (Faculty of Industrial Management, Universiti Malaysia Pahang Al-Sultan Abdullah, Gambang, Malaysia) (Institute of Health Management and Research Sciences, Liaquat University of Medical & Health Sciences, Jamshoro, Pakistan)
Muhammad Ashraf Fauzi (Faculty of Industrial Management, Universiti Malaysia Pahang Al-Sultan Abdullah, Gambang, Malaysia)

Kybernetes

ISSN: 0368-492X

Article publication date: 30 May 2024

179

Abstract

Purpose

Gamification has emerged as a dynamic force in education, with increasing interest in its impact on college students' learning. Most previous research regards gamification as a single element and only focuses on the cognitive level of gamification elements, lacking an overall exploration of the impact mechanism of gamification elements. Against the backdrop of virtual learning communities, we apply the cognition-affection-conation theory to examine the influence of various gamification elements on college students' online learning behaviors, examining both cognitive and affective pathways.

Design/methodology/approach

Data were collected through a predefined questionnaire from 11 Chinese virtual learning communities, with 587 respondents participating in the study. SmartPLS was employed to conduct a Partial Least Squares (PLS) analysis of the research model and test the hypotheses.

Findings

Our findings reveal that immersion and achievement-oriented gamification elements positively impact learning behavior. Conversely, the social gamification element exhibits a negative influence due to social burnout within virtual learning communities. This study pioneers a model to understand the intricate influence mechanisms of gamification elements on college students' online learning behaviors. The model contributes to the enriched exploration and practical application of college students' learning behaviors in virtual learning communities.

Originality/value

Unlike previous studies that often treat gamification as a single element and focus solely on cognitive aspects, this research explores both cognitive and affective pathways using cognition-affection-conation theory. By examining the influence of various gamification elements on college students' online learning behaviors in virtual learning communities, this study provides nuanced insights. In particular, immersion and achievement-oriented gamification elements positively impact learning behavior, while social gamification elements have a negative influence due to social burnout. This comprehensive approach deepens our understanding of how gamification affects students' learning experiences, enriches knowledge, and provides practical insights for educators and instructional designers.

Keywords

Acknowledgements

Authors are thankful to the reviewers and editors for their constructive comments, which significantly improved the manuscript.

Funding: This research was funded by the National Social Science Foundation of China under grant number 18AGL024.

Citation

Yang, Y., Yu, A., Li, J., Shafi, M. and Fauzi, M.A. (2024), "Exploring the impact of gamified elements on college students' learning in virtual learning communities", Kybernetes, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/K-01-2024-0017

Publisher

:

Emerald Publishing Limited

Copyright © 2024, Emerald Publishing Limited

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