The Effects of
Gamification Instruction on the Roles of Perceived Ease of Learning, Enjoyment,
and Useful Knowledge toward Learning Attitude
Abstract
This study has separated into two
stages. In the first stage, we interview with nine students and discover three
crucial elements, perceived ease of learning, enjoyment, and useful knowledge,
which will affect students’ learning attitude. Then we develop a series of
gamification curricula for those learners. In the second stage, we adopt
gamification instruction in this semester and intend to verify the changes in
learning attitude. To assess the effects of perceived ease of learning,
enjoyment, and useful knowledge, toward learning attitude and the changes in
learning attitude, an experimental design is employed in gamification curricula
of a primary school in Taiwan. From the experimental results, we find out that
perceived ease of learning, enjoyment, and useful knowledge all have positive
effects on learning attitude. Besides, we have also verified the significantly
positive effects of the gamification curricula in learning attitude in
comparison with conventional curricula. Two contributions are in this study.
First, perceived ease of learning, enjoyment, useful knowledge and two concepts
of adopting mobile devices and competition strategy are the prerequisite
elements while developing curricula. Second, students gain functional and
behavioral competencies and utilize them into practical field.