Gamification Framework for Engagement Design Using Pls-Sem

The study's goal is to look into the gamification framework. This research focuses on gamification in e-learning, particularly in early childhood education; the 'what' and 'how' gamification can promote e-learning. Gamification has become popular in the past few years of res...

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Published in:International Journal of Intelligent Systems and Applications in Engineering
Main Author: Jaffar S.; Baharum A.
Format: Article
Language:English
Published: Ismail Saritas 2023
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85161408422&partnerID=40&md5=2ee4cac543537415b7e25c90d8abbd12
id 2-s2.0-85161408422
spelling 2-s2.0-85161408422
Jaffar S.; Baharum A.
Gamification Framework for Engagement Design Using Pls-Sem
2023
International Journal of Intelligent Systems and Applications in Engineering
11
4s

https://www.scopus.com/inward/record.uri?eid=2-s2.0-85161408422&partnerID=40&md5=2ee4cac543537415b7e25c90d8abbd12
The study's goal is to look into the gamification framework. This research focuses on gamification in e-learning, particularly in early childhood education; the 'what' and 'how' gamification can promote e-learning. Gamification has become popular in the past few years of research in education and business marketing. Early childhood is when brain formation can set the foundation for learning later. The most common scenes are the need to develop a complete and generic framework from a new perspective and its application to different environments in areas such as education and training, business, government, health, and life-day. However, the developed gamification for the business process has suggested more work needs to be done in the gamification area. Even their design framework is yet to be tested and aimed to act as a foundation for future research. Thus, this study aims to develop a gamified framework for children’s engagement design. PLS-SEM was used to analyse the proposed framework. Results show that the framework demonstrates that emotional and social factors substantially link children's engagement. Among the emotions noticed in this research are enjoyment, amusement, and satisfaction. Further research is valuable to explore more possibilities in increasing sustainability and the long-term effects of one gamification learning tool. © 2023, Ismail Saritas. All rights reserved.
Ismail Saritas
21476799
English
Article

author Jaffar S.; Baharum A.
spellingShingle Jaffar S.; Baharum A.
Gamification Framework for Engagement Design Using Pls-Sem
author_facet Jaffar S.; Baharum A.
author_sort Jaffar S.; Baharum A.
title Gamification Framework for Engagement Design Using Pls-Sem
title_short Gamification Framework for Engagement Design Using Pls-Sem
title_full Gamification Framework for Engagement Design Using Pls-Sem
title_fullStr Gamification Framework for Engagement Design Using Pls-Sem
title_full_unstemmed Gamification Framework for Engagement Design Using Pls-Sem
title_sort Gamification Framework for Engagement Design Using Pls-Sem
publishDate 2023
container_title International Journal of Intelligent Systems and Applications in Engineering
container_volume 11
container_issue 4s
doi_str_mv
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85161408422&partnerID=40&md5=2ee4cac543537415b7e25c90d8abbd12
description The study's goal is to look into the gamification framework. This research focuses on gamification in e-learning, particularly in early childhood education; the 'what' and 'how' gamification can promote e-learning. Gamification has become popular in the past few years of research in education and business marketing. Early childhood is when brain formation can set the foundation for learning later. The most common scenes are the need to develop a complete and generic framework from a new perspective and its application to different environments in areas such as education and training, business, government, health, and life-day. However, the developed gamification for the business process has suggested more work needs to be done in the gamification area. Even their design framework is yet to be tested and aimed to act as a foundation for future research. Thus, this study aims to develop a gamified framework for children’s engagement design. PLS-SEM was used to analyse the proposed framework. Results show that the framework demonstrates that emotional and social factors substantially link children's engagement. Among the emotions noticed in this research are enjoyment, amusement, and satisfaction. Further research is valuable to explore more possibilities in increasing sustainability and the long-term effects of one gamification learning tool. © 2023, Ismail Saritas. All rights reserved.
publisher Ismail Saritas
issn 21476799
language English
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