Nguyen-Viet Bang, Nguyen-Viet Bac
University of Economics Ho Chi Minh City, Viet Nam.
University of Economics Ho Chi Minh City, Viet Nam.
Acta Psychol (Amst). 2025 Feb;252:104660. doi: 10.1016/j.actpsy.2024.104660. Epub 2024 Dec 16.
The integration of gamification into educational institutions has recently attracted considerable interest, owing to the digital era and emerging learning contexts. This study examined how immersion, an essential feature of games, affects various dimensions of education, including satisfaction of basic psychological needs (BPNS), academic engagement, perceived learning effectiveness, and perceived academic performance. Based on Self-determination Theory and the Theory of Gamified Learning, this study investigated how immersion influences autonomy, competence, and relatedness among learners, which could directly affect their engagement and outcomes. Quantitative findings derived from 568 respondent datasheets collected from university and postgraduate students in Vietnam indicate that immersion significantly influences BPNS. However, among the BPNS, only autonomy and competence affected engagement and learning outcomes. Using empirical research within the context of the post-COVID-19 Vietnamese education system, this study intends to provide useful insights for policymakers and researchers seeking to improve teaching performance by applying gamification in schools.
由于数字时代和新兴的学习环境,游戏化融入教育机构最近引起了相当大的兴趣。本研究考察了游戏的一个基本特征——沉浸感如何影响教育的各个维度,包括基本心理需求的满足、学业参与度、感知学习效果和感知学业成绩。基于自我决定理论和游戏化学习理论,本研究调查了沉浸感如何影响学习者的自主性、能力和关联性,而这三者会直接影响他们的参与度和学习成果。从越南大学生和研究生收集的568份受访者数据表得出的定量研究结果表明,沉浸感对基本心理需求的满足有显著影响。然而,在基本心理需求中,只有自主性和能力会影响参与度和学习成果。本研究在新冠疫情后越南教育系统的背景下进行实证研究,旨在为寻求通过在学校应用游戏化来提高教学绩效的政策制定者和研究人员提供有益的见解。