International Journal of Social Science & Economic Research
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Title:
INTENTION TO EMPLOY GAMIFICATION WITH E-LEARNING STUDENTS IN VIETNAM

Authors:
Nguyen Duc Hoai Anh and Tran Thien Phuc

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Nguyen Duc Hoai Anh1 and Tran Thien Phuc2
1,2. Ho Chi Minh City University of Foreign Languages – Information Technology

MLA 8
Anh, Nguyen Duc Hoai, and Tran Thien Phuc. "INTENTION TO EMPLOY GAMIFICATION WITH E-LEARNING STUDENTS IN VIETNAM." Int. j. of Social Science and Economic Research, vol. 8, no. 10, Oct. 2023, pp. 3129-3147, doi.org/10.46609/IJSSER.2023.v08i10.008. Accessed Oct. 2023.
APA 6
Anh, N., & Phuc, T. (2023, October). INTENTION TO EMPLOY GAMIFICATION WITH E-LEARNING STUDENTS IN VIETNAM. Int. j. of Social Science and Economic Research, 8(10), 3129-3147. Retrieved from https://doi.org/10.46609/IJSSER.2023.v08i10.008
Chicago
Anh, Nguyen Duc Hoai, and Tran Thien Phuc. "INTENTION TO EMPLOY GAMIFICATION WITH E-LEARNING STUDENTS IN VIETNAM." Int. j. of Social Science and Economic Research 8, no. 10 (October 2023), 3129-3147. Accessed October, 2023. https://doi.org/10.46609/IJSSER.2023.v08i10.008.

References

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ABSTRACT:
Gamification for E-Learning is gaining popularity among students across the globe. Gamification for E-Learning provides numerous learning opportunities for students and numerous benefits for instructors in Vietnam. Not only reducing tedium during the learning process, but also assisting students in developing their self-study abilities. E-Learning has become a popular option for all educational institutions, particularly after the COVID-19 pandemic. The purpose of this study is not only to determine the students' intention to use Gamification for E-Learning, but also to investigate the factors that influence that intention using the technology acceptance model (TAM). In addition, gender is included as a moderating variable in this model when variables are interconnected. A method of sampling based on subjective criteria is used to collect data. Afterward, the model was evaluated using PLS-SEM. In conclusion, both theory and practice will benefit from this study's findings in the field of gamification for e-learning.

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