In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness
| Ano de defesa: | 2024 |
|---|---|
| Autor(a) principal: | |
| Orientador(a): | |
| Banca de defesa: | |
| Tipo de documento: | Tese |
| Tipo de acesso: | Acesso aberto |
| Idioma: | eng |
| Instituição de defesa: |
Biblioteca Digitais de Teses e Dissertações da USP
|
| Programa de Pós-Graduação: |
Não Informado pela instituição
|
| Departamento: |
Não Informado pela instituição
|
| País: |
Não Informado pela instituição
|
| Palavras-chave em Português: | |
| Link de acesso: | https://teses.usp.br/teses/disponiveis/12/12139/tde-09042026-140148/ |
Resumo: | This thesis, grounded in the theoretical lenses of Self-Determination Theory and the Stimulus-Organism-Response model, analyzed the effects of using gamification, supported by Digital Information and Communication Technologies (DICTs) and adapted to different player types, in teaching Administration, considering the possibility of continuing synchronous remote teaching as part of the process of hybridizing face-to-face teaching. The research investigated factors influencing students intention to continue using this format and, subsequently, the impact of gamification on engagement and perceived learning effectiveness. Structured in an article-based format, the study employed a combined methodological approach, integrating methods such as Structural Equation Modeling, Artificial Neural Networks, Necessary Condition Analysis, and fuzzy-set Qualitative Comparative Analysis. The first two articles analyzed the factors influencing students intention to continue using synchronous remote education. Ease of use and perceived enjoyment proved crucial for this format\'s acceptance and long-term adoption. Since perceived enjoyment was necessary, significant, and the strongest factor in the intention to continue using synchronous remote education, the next step involved developing the third article, which conducted a bibliometric study and a systematic literature review. The objective was to provide a comprehensive map of scientific knowledge on the adoption of gamification in the teaching-learning process in Administration courses, highlighting the key elements and DICTs used to enable such strategies. The fourth article explored the implementation of the 1.0 model of gamification that occurred during the pandemic period. This model emphasized the use of immersion, competition, and network exposure as essential factors for engaging students with gamified activities in a synchronous remote context. Anxiety and experience emerged as two important moderators, as students with high levels of anxiety might feel less engaged in gamified activities involving intense competition or online exposure. Conversely, more experienced students tended to engage less, underscoring the importance of using varied and challenging resources. The fifth study focused on the 2.0 model of gamification, offering a fully gamified course in the context of post-pandemic synchronous remote education. In this model, all course components were structured based on gamification elements designed to accommodate all player profiles (Socializers, Achievers, Explorers, Philanthropists, Free Spirits, and Disruptors). In this study, the theoretical model advanced compared to the one applied in the 1.0 model by introducing constructs such as perceived enjoyment of gamification as an independent variable and perceived learning effectiveness as a dependent variable. At the same time, engagement was treated as an independent variable. This change allowed for an analysis that extended beyond engagement, which, although important, does not necessarily reflect how effectively students perceive their learning. In conclusion, the study suggests that gamification, when adapted to different player profiles and supported by DICTs, can significantly transform the learning experience in synchronous remote education. |
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In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectivenessEm busca do engajamento perdido: a gamificação no ensino remoto síncrono em administração e seus efeitos na intenção de continuar e na percepção de eficácia da aprendizagemAdministration teachingEducação remota síncronaEnsino de administraçãoEstímulo-organismo-respostaGamificaçãoGamificationPlayer typesSelf-determination theoryStimulus-organism-responseSynchronous remote educationTeoria da autodeterminaçãoTipos de jogadoresThis thesis, grounded in the theoretical lenses of Self-Determination Theory and the Stimulus-Organism-Response model, analyzed the effects of using gamification, supported by Digital Information and Communication Technologies (DICTs) and adapted to different player types, in teaching Administration, considering the possibility of continuing synchronous remote teaching as part of the process of hybridizing face-to-face teaching. The research investigated factors influencing students intention to continue using this format and, subsequently, the impact of gamification on engagement and perceived learning effectiveness. Structured in an article-based format, the study employed a combined methodological approach, integrating methods such as Structural Equation Modeling, Artificial Neural Networks, Necessary Condition Analysis, and fuzzy-set Qualitative Comparative Analysis. The first two articles analyzed the factors influencing students intention to continue using synchronous remote education. Ease of use and perceived enjoyment proved crucial for this format\'s acceptance and long-term adoption. Since perceived enjoyment was necessary, significant, and the strongest factor in the intention to continue using synchronous remote education, the next step involved developing the third article, which conducted a bibliometric study and a systematic literature review. The objective was to provide a comprehensive map of scientific knowledge on the adoption of gamification in the teaching-learning process in Administration courses, highlighting the key elements and DICTs used to enable such strategies. The fourth article explored the implementation of the 1.0 model of gamification that occurred during the pandemic period. This model emphasized the use of immersion, competition, and network exposure as essential factors for engaging students with gamified activities in a synchronous remote context. Anxiety and experience emerged as two important moderators, as students with high levels of anxiety might feel less engaged in gamified activities involving intense competition or online exposure. Conversely, more experienced students tended to engage less, underscoring the importance of using varied and challenging resources. The fifth study focused on the 2.0 model of gamification, offering a fully gamified course in the context of post-pandemic synchronous remote education. In this model, all course components were structured based on gamification elements designed to accommodate all player profiles (Socializers, Achievers, Explorers, Philanthropists, Free Spirits, and Disruptors). In this study, the theoretical model advanced compared to the one applied in the 1.0 model by introducing constructs such as perceived enjoyment of gamification as an independent variable and perceived learning effectiveness as a dependent variable. At the same time, engagement was treated as an independent variable. This change allowed for an analysis that extended beyond engagement, which, although important, does not necessarily reflect how effectively students perceive their learning. In conclusion, the study suggests that gamification, when adapted to different player profiles and supported by DICTs, can significantly transform the learning experience in synchronous remote education.Esta tese, fundamentada nas lentes teóricas da Teoria da Autodeterminação e do modelo Estímulo-Organismo-Resposta, analisou os efeitos da utilização da gamificação, apoiada em Tecnologias Digitais de Informação e Comunicação (TDICs) e adaptada aos diferentes tipos de jogadores, no ensino de Administração, considerando a possibilidade de continuidade do ensino remoto síncrono como parte do processo de hibridização do ensino presencial. A pesquisa investigou fatores que influenciavam a intenção dos estudantes de continuar utilizando esse formato e, posteriormente, o impacto da gamificação no engajamento e percepção de eficácia da aprendizagem. Estruturada no formato de artigos, utilizou-se uma abordagem metodológica combinada, integrando métodos como Modelagem de Equações Estruturais, Redes Neurais Artificiais, Análise das Condições Necessárias e Análise Comparativa Qualitativa de Conjuntos Fuzzy. Nos dois primeiros artigos, o foco esteve na análise dos fatores que influenciam a intenção dos estudantes em continuar utilizando o ensino remoto síncrono. A facilidade de uso e o prazer percebido mostraram-se cruciais para a aceitação e adesão duradoura desse formato. Como prazer percebido se mostrou necessário, importante e o fator mais forte para a intenção de continuar utilizando a educação remota síncrona, o passo seguinte foi desenvolver o terceiro artigo, no qual foi realizado um estudo bibliométrico acompanhado de uma revisão sistemática da literatura. O objetivo foi fornecer um mapa abrangente do conhecimento científico sobre a adoção da gamificação no processo ensino-aprendizagem em cursos de Administração, destacando os principais elementos e as TDICs utilizadas para viabilizar esse tipo de estratégia. No quarto artigo, explorou-se a implementação do modelo 1.0 de gamificação que ocorreu durante o período pandêmico. Esse modelo enfatiza a utilização da imersão, competição e exposição em rede como fatores essenciais para engajar os estudantes com atividades gamificadas em um contexto remoto síncrono, tendo na ansiedade e experiência dois moderadores importantes, pois estudantes com altos níveis de ansiedade podem sentir-se menos engajados para participar de atividades gamificadas que envolvam competição intensa ou exposição em rede. Por outro lado, estudantes com mais experiência tendem a engajar-se menos, o que destaca a importância de utilizar recursos variados e desafiadores. O quinto estudo concentrou-se no modelo 2.0 de gamificação, oferta de uma disciplina inteiramente gamificada no contexto da educação remota síncrona pós-pandêmica. Nesse modelo, todos os componentes da disciplina foram estruturados com base em elementos de gamificação definidos de modo a contemplar todos os perfis de jogadores (Socializadores, Realizadores, Exploradores, Filantropos, Espíritos Livres e Disruptores). Nesse estudo, o modelo teórico avançou em relação ao aplicado no modelo 1.0, ao introduzir os construtos prazer percebido com a gamificação como variável independente e percepção de eficácia da aprendizagem como variável dependente, enquanto o engajamento passou a ser considerado uma variável independente. Essa mudança permitiu uma análise que vai além do engajamento, que, apesar de importante, não reflete necessariamente o quanto o estudante percebe que o aprendizado está sendo efetivo. Como conclusão, sugere-se que a gamificação, quando adaptada aos diferentes perfis de jogadores e apoiada por TDICs, tem o potencial de transformar significativamente a experiência de aprendizagem no ensino remoto síncrono.Biblioteca Digitais de Teses e Dissertações da USPViana, Adriana Backx NoronhaPardim, Vanessa Itacaramby2024-12-06info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisapplication/pdfhttps://teses.usp.br/teses/disponiveis/12/12139/tde-09042026-140148/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPReter o conteúdo por motivos de patente, publicação e/ou direitos autoriais.info:eu-repo/semantics/openAccesseng2026-04-10T09:03:23Zoai:teses.usp.br:tde-09042026-140148Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212026-04-10T09:03:23Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false |
| dc.title.none.fl_str_mv |
In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness Em busca do engajamento perdido: a gamificação no ensino remoto síncrono em administração e seus efeitos na intenção de continuar e na percepção de eficácia da aprendizagem |
| title |
In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness |
| spellingShingle |
In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness Pardim, Vanessa Itacaramby Administration teaching Educação remota síncrona Ensino de administração Estímulo-organismo-resposta Gamificação Gamification Player types Self-determination theory Stimulus-organism-response Synchronous remote education Teoria da autodeterminação Tipos de jogadores |
| title_short |
In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness |
| title_full |
In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness |
| title_fullStr |
In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness |
| title_full_unstemmed |
In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness |
| title_sort |
In search of lost engagement: gamification in synchronous remote teaching in business administration and its effects on continuance intention and perceived learning effectiveness |
| author |
Pardim, Vanessa Itacaramby |
| author_facet |
Pardim, Vanessa Itacaramby |
| author_role |
author |
| dc.contributor.none.fl_str_mv |
Viana, Adriana Backx Noronha |
| dc.contributor.author.fl_str_mv |
Pardim, Vanessa Itacaramby |
| dc.subject.por.fl_str_mv |
Administration teaching Educação remota síncrona Ensino de administração Estímulo-organismo-resposta Gamificação Gamification Player types Self-determination theory Stimulus-organism-response Synchronous remote education Teoria da autodeterminação Tipos de jogadores |
| topic |
Administration teaching Educação remota síncrona Ensino de administração Estímulo-organismo-resposta Gamificação Gamification Player types Self-determination theory Stimulus-organism-response Synchronous remote education Teoria da autodeterminação Tipos de jogadores |
| description |
This thesis, grounded in the theoretical lenses of Self-Determination Theory and the Stimulus-Organism-Response model, analyzed the effects of using gamification, supported by Digital Information and Communication Technologies (DICTs) and adapted to different player types, in teaching Administration, considering the possibility of continuing synchronous remote teaching as part of the process of hybridizing face-to-face teaching. The research investigated factors influencing students intention to continue using this format and, subsequently, the impact of gamification on engagement and perceived learning effectiveness. Structured in an article-based format, the study employed a combined methodological approach, integrating methods such as Structural Equation Modeling, Artificial Neural Networks, Necessary Condition Analysis, and fuzzy-set Qualitative Comparative Analysis. The first two articles analyzed the factors influencing students intention to continue using synchronous remote education. Ease of use and perceived enjoyment proved crucial for this format\'s acceptance and long-term adoption. Since perceived enjoyment was necessary, significant, and the strongest factor in the intention to continue using synchronous remote education, the next step involved developing the third article, which conducted a bibliometric study and a systematic literature review. The objective was to provide a comprehensive map of scientific knowledge on the adoption of gamification in the teaching-learning process in Administration courses, highlighting the key elements and DICTs used to enable such strategies. The fourth article explored the implementation of the 1.0 model of gamification that occurred during the pandemic period. This model emphasized the use of immersion, competition, and network exposure as essential factors for engaging students with gamified activities in a synchronous remote context. Anxiety and experience emerged as two important moderators, as students with high levels of anxiety might feel less engaged in gamified activities involving intense competition or online exposure. Conversely, more experienced students tended to engage less, underscoring the importance of using varied and challenging resources. The fifth study focused on the 2.0 model of gamification, offering a fully gamified course in the context of post-pandemic synchronous remote education. In this model, all course components were structured based on gamification elements designed to accommodate all player profiles (Socializers, Achievers, Explorers, Philanthropists, Free Spirits, and Disruptors). In this study, the theoretical model advanced compared to the one applied in the 1.0 model by introducing constructs such as perceived enjoyment of gamification as an independent variable and perceived learning effectiveness as a dependent variable. At the same time, engagement was treated as an independent variable. This change allowed for an analysis that extended beyond engagement, which, although important, does not necessarily reflect how effectively students perceive their learning. In conclusion, the study suggests that gamification, when adapted to different player profiles and supported by DICTs, can significantly transform the learning experience in synchronous remote education. |
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2024 |
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2024-12-06 |
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eng |
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eng |
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Reter o conteúdo por motivos de patente, publicação e/ou direitos autoriais. |
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Biblioteca Digitais de Teses e Dissertações da USP |
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