How Does Perceived Value of Gamification Improve Online Learning Effectiveness? The Role of Flow State
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| Title: | How Does Perceived Value of Gamification Improve Online Learning Effectiveness? The Role of Flow State |
|---|---|
| Language: | English |
| Authors: | Pin Luarn, Chiao-Chieh Chen, Yu-Ping Chiu |
| Source: | Interactive Learning Environments. 2025 33(4):3037-3051. |
| Availability: | Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
| Peer Reviewed: | Y |
| Page Count: | 15 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Gamification, Educational Benefits, Electronic Learning, Learner Engagement, Student Satisfaction, Foreign Countries, Undergraduate Students, Instructional Effectiveness, Social Sciences, Cultural Context |
| Geographic Terms: | Taiwan |
| DOI: | 10.1080/10494820.2024.2436932 |
| ISSN: | 1049-4820 1744-5191 |
| Abstract: | The use of gamification might offer a partial solution to the decline in students' motivation and engagement in online learning settings, particularly in social science education within Chinese cultural contexts. This study aimed to examine whether perceived value of gamification (hedonic, utilitarian, and social value) in online learning may impact flow states (enjoyment and concentration) and online learning effectiveness (satisfaction and perceived learning) across education, communication, and business management disciplines. A survey was conducted to collect data from undergrade students in Taiwan, and structural equation modeling (SEM) was used to analyze the results. The findings revealed that hedonic value, utilitarian value, and social value significantly influence students' flow states, which, in turn, affect their online learning effectiveness. These findings contributed to theoretical research on online learning in Chinese higher education and provide practical recommendations for leveraging gamification to enhance teaching effectiveness in social science disciplines, while considering cultural and pedagogical contexts. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1508564 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1508564 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: How Does Perceived Value of Gamification Improve Online Learning Effectiveness? The Role of Flow State – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Pin+Luarn%22">Pin Luarn</searchLink><br /><searchLink fieldCode="AR" term="%22Chiao-Chieh+Chen%22">Chiao-Chieh Chen</searchLink><br /><searchLink fieldCode="AR" term="%22Yu-Ping+Chiu%22">Yu-Ping Chiu</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Interactive+Learning+Environments%22"><i>Interactive Learning Environments</i></searchLink>. 2025 33(4):3037-3051. – Name: Avail Label: Availability Group: Avail Data: Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 15 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Benefits%22">Educational Benefits</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Satisfaction%22">Student Satisfaction</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Undergraduate+Students%22">Undergraduate Students</searchLink><br /><searchLink fieldCode="DE" term="%22Instructional+Effectiveness%22">Instructional Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Social+Sciences%22">Social Sciences</searchLink><br /><searchLink fieldCode="DE" term="%22Cultural+Context%22">Cultural Context</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Taiwan%22">Taiwan</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1080/10494820.2024.2436932 – Name: ISSN Label: ISSN Group: ISSN Data: 1049-4820<br />1744-5191 – Name: Abstract Label: Abstract Group: Ab Data: The use of gamification might offer a partial solution to the decline in students' motivation and engagement in online learning settings, particularly in social science education within Chinese cultural contexts. This study aimed to examine whether perceived value of gamification (hedonic, utilitarian, and social value) in online learning may impact flow states (enjoyment and concentration) and online learning effectiveness (satisfaction and perceived learning) across education, communication, and business management disciplines. A survey was conducted to collect data from undergrade students in Taiwan, and structural equation modeling (SEM) was used to analyze the results. The findings revealed that hedonic value, utilitarian value, and social value significantly influence students' flow states, which, in turn, affect their online learning effectiveness. These findings contributed to theoretical research on online learning in Chinese higher education and provide practical recommendations for leveraging gamification to enhance teaching effectiveness in social science disciplines, while considering cultural and pedagogical contexts. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1508564 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1508564 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1080/10494820.2024.2436932 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 15 StartPage: 3037 Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Educational Benefits Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Student Satisfaction Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Undergraduate Students Type: general – SubjectFull: Instructional Effectiveness Type: general – SubjectFull: Social Sciences Type: general – SubjectFull: Cultural Context Type: general – SubjectFull: Taiwan Type: general Titles: – TitleFull: How Does Perceived Value of Gamification Improve Online Learning Effectiveness? The Role of Flow State Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Pin Luarn – PersonEntity: Name: NameFull: Chiao-Chieh Chen – PersonEntity: Name: NameFull: Yu-Ping Chiu IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 1049-4820 – Type: issn-electronic Value: 1744-5191 Numbering: – Type: volume Value: 33 – Type: issue Value: 4 Titles: – TitleFull: Interactive Learning Environments Type: main |
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