Effect of New Technologies with Gamification Elements for Enhancing Employability Skills on Engineering Graduates' Perceived Performance.
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| Title: | Effect of New Technologies with Gamification Elements for Enhancing Employability Skills on Engineering Graduates' Perceived Performance. |
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| Authors: | Saraswat, Niraja1 niraja.hum@mnit.ac.in, Alvi, Irum2 irumalvi@gmail.com, Jyot Kaur, C. Divya3 32019rhs9115@mnit.ac.in |
| Source: | Journal of Engineering Education Transformations. Apr2025, Vol. 38 Issue 4, p10-27. 18p. |
| Subject Terms: | *Achievement motivation, Group problem solving, Technological innovations, Statistical significance, Multiple regression analysis |
| Abstract: | Gamification has the potential to play a pivotal role in fostering the employability skills of engineering graduates. Although prior research suggests it may be instrumental in enhancing the skills of engineers, no in-depth empirical study has investigated the effect of new technologies with gamified elements/gamified training on for enhancing employability skills among engineering graduates and their perceived performance, particularly in developing countries such as India. The current paper proposes to study the effect of gamified training for enhancing Communication skills, Adaptability and flexibility, Interpersonal skills, Teamwork and relatedness, Competitiveness, Need for Achievement, Creativity, and Problem-solving skills on Self-Perceived Performance. Using data from 289 participants, the present study examines the relationships between the effect of gamified training for enhancing each of these skills and engineering graduates' self-perceived performance. To test the hypotheses formulated, a structured online questionnaire comprising of 30 items, based on prior studies was used, which quantified the effect of gamified training on skills and perceived performance. Data was analysed using SPSS v26. Descriptive statistics, Cronbach's Alpha, and Multiple Linear Regression analysis were used. The gamified training for enhancing communication skills, Teamwork and relatedness, Competitiveness, Need for Achievement, Creativity, and Problem-solving skills contributed significantly to the prediction of the self-perceived performance of the engineering graduates, indicating the affirmative role of new technology with gamification features. However, the results indicated that gamified training had no statistically significant effect on enhancing interpersonal skills, adaptability and flexibility on the self-perceived performance of the engineering graduates. Implications of the findings were discussed. [ABSTRACT FROM AUTHOR] |
| Copyright of Journal of Engineering Education Transformations is the property of Rajarambapu Institute of Technology and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
| FullText | Text: Availability: 0 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 185056600 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Effect of New Technologies with Gamification Elements for Enhancing Employability Skills on Engineering Graduates' Perceived Performance. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Saraswat%2C+Niraja%22">Saraswat, Niraja</searchLink><relatesTo>1</relatesTo><i> niraja.hum@mnit.ac.in</i><br /><searchLink fieldCode="AR" term="%22Alvi%2C+Irum%22">Alvi, Irum</searchLink><relatesTo>2</relatesTo><i> irumalvi@gmail.com</i><br /><searchLink fieldCode="AR" term="%22Jyot+Kaur%2C+C%2E+Divya%22">Jyot Kaur, C. Divya</searchLink><relatesTo>3</relatesTo><i> 32019rhs9115@mnit.ac.in</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Journal+of+Engineering+Education+Transformations%22">Journal of Engineering Education Transformations</searchLink>. Apr2025, Vol. 38 Issue 4, p10-27. 18p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Achievement+motivation%22">Achievement motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Group+problem+solving%22">Group problem solving</searchLink><br /><searchLink fieldCode="DE" term="%22Technological+innovations%22">Technological innovations</searchLink><br /><searchLink fieldCode="DE" term="%22Statistical+significance%22">Statistical significance</searchLink><br /><searchLink fieldCode="DE" term="%22Multiple+regression+analysis%22">Multiple regression analysis</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: Gamification has the potential to play a pivotal role in fostering the employability skills of engineering graduates. Although prior research suggests it may be instrumental in enhancing the skills of engineers, no in-depth empirical study has investigated the effect of new technologies with gamified elements/gamified training on for enhancing employability skills among engineering graduates and their perceived performance, particularly in developing countries such as India. The current paper proposes to study the effect of gamified training for enhancing Communication skills, Adaptability and flexibility, Interpersonal skills, Teamwork and relatedness, Competitiveness, Need for Achievement, Creativity, and Problem-solving skills on Self-Perceived Performance. Using data from 289 participants, the present study examines the relationships between the effect of gamified training for enhancing each of these skills and engineering graduates' self-perceived performance. To test the hypotheses formulated, a structured online questionnaire comprising of 30 items, based on prior studies was used, which quantified the effect of gamified training on skills and perceived performance. Data was analysed using SPSS v26. Descriptive statistics, Cronbach's Alpha, and Multiple Linear Regression analysis were used. The gamified training for enhancing communication skills, Teamwork and relatedness, Competitiveness, Need for Achievement, Creativity, and Problem-solving skills contributed significantly to the prediction of the self-perceived performance of the engineering graduates, indicating the affirmative role of new technology with gamification features. However, the results indicated that gamified training had no statistically significant effect on enhancing interpersonal skills, adaptability and flexibility on the self-perceived performance of the engineering graduates. Implications of the findings were discussed. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Journal of Engineering Education Transformations is the property of Rajarambapu Institute of Technology and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.16920/jeet/2024/v38i4/25092 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 18 StartPage: 10 Subjects: – SubjectFull: Achievement motivation Type: general – SubjectFull: Group problem solving Type: general – SubjectFull: Technological innovations Type: general – SubjectFull: Statistical significance Type: general – SubjectFull: Multiple regression analysis Type: general Titles: – TitleFull: Effect of New Technologies with Gamification Elements for Enhancing Employability Skills on Engineering Graduates' Perceived Performance. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Saraswat, Niraja – PersonEntity: Name: NameFull: Alvi, Irum – PersonEntity: Name: NameFull: Jyot Kaur, C. Divya IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 04 Text: Apr2025 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 23492473 Numbering: – Type: volume Value: 38 – Type: issue Value: 4 Titles: – TitleFull: Journal of Engineering Education Transformations Type: main |
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