The Role of Happiness in University Gamification: Its Relationship to Learning Perception and Kahoot Intent to Use
DOI:
https://doi.org/10.61604/dl.v18i32.452Keywords:
Higher education, educational innovation, educational technology, student attitudes, emotional well-beign, game-based learningAbstract
Gamification has been consolidated as a strategy to improve participation and learning in higher education; however, it is still unknown to what extent students' emotional well-being influences their experience with gamified tools. This study aims to analyze the relationship between happiness and learning perception, as well as examine the role of variables such as anxiety, time pressure, and FOMO in gamified environments. To this end, a survey was applied to 127 university students and analyses of variance (ANOVA) and correlation tests were carried out in order to evaluate differences between groups according to their level of happiness and determine the factors associated with the intention of future use. The results show that students with higher levels of happiness perceive greater learning through gamification compared to those with lower well-being, which supports the theory of the expansion and construction of positive emotions; however, no significant differences were observed in anxiety, time pressure, or FOMO based on the level of happiness. Unlike previous studies focused mainly on the usefulness of Kahoot or the general effects of gamification, this work examines the role of situational emotional well-being in the perception of learning and in the future acceptance of the tool.
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