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Consequential Factors in Education Gamification: An Instrument for Studying Pleasurability in Learning

Sun, April 30, 10:35am to 12:05pm, Grand Hyatt San Antonio, Floor: Fourth Floor, Republic C

Abstract

This mixed-method investigation reports on the design of an instrument for monitoring pleasurability in learning, and links the measured factors to influential game factors. The final instrument can be used to inform instructors of desirable game factors that engage students in learning. A Likert-type scale was distributed to 279 undergraduate students. Four subscales emerged from exploratory factor analysis (EFA): (1) students’ preferences for instructions, (2) teaching styles, (3) activities, and (4) learning effectiveness. Gender, Ethnicity, and Frequency of Using Computers for Learning were three studied predictors and resulted in significant differences (p< .05) among students’ attitudes on the four subscales. Statistically significant differences also were found among the international participants and the U.S. students. Suggestions for development direction are included.

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