How to cite this paper
Nusairat, N., Al-Qaisi, S., Shater, A., Hammouri, Q., Al-Dweeri, R., Al-Gasawneh, J., Fadlallah, H & Darawsheh, S. (2024). Game-based student e-learning experience: Empirical evidence from private universities in Jordan.International Journal of Data and Network Science, 8(2), 1285-1292.
Refrences
Adam, E. (2017). Gamification of e-Learning: an investigation into the influence of gamification on student motivation (Doctoral dissertation).
Al-Bashayreh, M., Almajali, D., Altamimi, A., Masa’deh, R. E., & Al-Okaily, M. (2022). An empirical investigation of reasons influencing student acceptance and rejection of mobile learning apps usage. Sustainability, 14(7), 4325.
Al-Hammouri, Q., Ghaith, M. M., Abueita, J. D., Ababneh, E., Altaher, A. M., Al-Gasawneh, J., & Mansour, A. (2022). The influence of using YouTube videos on EFL learners: the moderating role of technological self-efficacy. Journal of Southwest Jiaotong University, 57(5).
Almajali, D. M. A. I. T. H. A. N., Hammouri, Q. A. I. S., & Barakat, S. A. M. E. R. (2021). E-learning through COVID-19 crisis in Developing Countries. International Journal of Pharmaceutical Research, 13(1), 5543-5553.
Almajali, D., Al-Okaily, M., Barakat, S., Al-Zegaier, H., & Dahalin, Z. M. (2022). Students’ perceptions of the sustaina-bility of distance learning systems in the post-COVID-19: a qualitative perspective. Sustainability, 14(12), 7353.
Appleton, J. J., Christenson, S. L., & Furlong, M. J. (2008). Student engagement with school: Critical conceptual and methodological issues of the construct. Psychology in the Schools, 45(5), 369-386.
Becker, J. M., Klein, K., & Wetzels, M. (2012). Hierarchical latent variable models in PLS-SEM: guidelines for using reflective-formative type models. Long range planning, 45(5-6), 359-394.
Bovermann, K., Weidlich, J., & Bastiaens, T. (2018). Online learning readiness and attitudes towards gaming in gamified online learning–a mixed methods case study. International Journal of Educational Technology in Higher Education, 15(1), 1-17.
Canedo, Sergio Freitas & E.D. (2017). Gamification in education: A methodology to identify student's profile. Retrieved from https://ieeexplore.ieee.org/abstract/document/8190499
Denny, P. (2013, April). The effect of virtual achievements on student engagement. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 763-772).
Denny, P., McDonald, F., Empson, R., Kelly, P., & Petersen, A. (2018, April). Empirical support for a causal relationship between gamification and learning outcomes. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13.
Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 gamification workshop proceedings (Vol. 12, pp. 12-15).
Freitas, S. A. A., Lacerda, A. R., Calado, P. M., Lima, T. S., & Canedo, E. D. (2017, October). Gamification in education: A methodology to identify student's profile. In 2017 IEEE Frontiers in Education Conference (FIE) (pp. 1-8). IEEE.
Garcia‐Cabot, A., Garcia‐Lopez, E., Caro‐Alvaro, S., Gutierrez‐Martinez, J. M., & de‐Marcos, L. (2020). Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program. Computer Applications in Engineering Ed.
Gil, B., Cantador, I., & Marczewski, A. (2015, September). Validating gamification mechanics and player types in an e-learning environment. In European Conference on Technology Enhanced Learning (pp. 568-572). Springer, Cham.
Gray, J. A., & DiLoreto, M. (2016). The effects of student engagement, student satisfaction, and perceived learning in online learning environments. International Journal of Educational Leadership Preparation, 11(1).
Grünberg, T. K. (2014). Whats the difference between game mechanics and game dynamics. Retrieved May, 11, 2014.
Haider, A. S., & Al-Salman, S. (2020). COVID-19’S impact on the higher education system in Jordan: advantages, challenges, and suggestions. Humanities & Social Sciences Reviews, 8(4), 1418-1428.
Hakulinen, L., Auvinen, T., & Korhonen, A. (2015). The Effect of Achievement Badges on Students' Behavior: An Empirical Study in a University-Level Computer Science Course. International Journal of Emerging Technologies in Learning, 10(1).
Hair, J. F., Gabriel, M., & Patel, V. (2014). AMOS covariance-based structural equation modeling (CB-SEM): Guidelines on its application as a marketing research tool. Brazilian Journal of Marketing, 13(2).
Hammouri, Q., & Abu-Shanab, E. (2018). Exploring factors affecting users' satisfaction toward E-learning sys-tems. International Journal of Information and Communication Technology Education (IJICTE), 14(1), 44-57.
Hammouri, Q., Almajali, D. A., Nusairat, N., & Saraireh, S. (2020). Determinants of Users’ Satisfaction with Mobile Apps. International Journal of Advanced Science and Technology, 29(3), 14613-14624.
Handayani, P. W. (2021). Active Student Learning through Gamification in a Learning Management System. Electronic Journal of e-Learning, 19(6), 601-613.
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the academy of marketing science, 43, 115-135.
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92, 221-236.
Isaías, Sofia Rebelo & Pedro. (2020). Gamification As An Engagement Tool In E-Learning Websites. Retrieved from https://www.learntechlib.org/p/218290/
Kamunya, S., Maina, E., & Oboko, R. (2019, May). A Gamification Model For E-Learning Platforms. In 2019 IST-Africa Week Conference (IST-Africa) (pp. 1-9). IEEE.
Kusuma, G., Wigati, E., Utomo, Y., & Suryapranata, L. (2018). Analysis of gamification models in education using MDA framework. Procedia Computer Science, 135, 385-392.
Majali, T. E., Al-Kyid, K., Alhassan, I., Barkat, S., & Almajali, R. (2022). COVID-19 fears and e-learning platforms acceptance among Jordanian university students. International Journal of Data and Network Science, 6(3), 905-914.
Markets and Markets. (2020, 3). Gamification Market. Retrieved from Markets and Markets: https://www.marketsandmarkets.com/Market-Reports/gamification-market-991.html
Masadeh, R. E., Almajali, D., Majali, T. E., Hanandeh, A., & Al-Radaideh, A. (2022). Evaluating e-learning systems success in the new normal. International Journal of Data and Network Science, 6(4), 1033-1042.
Nusairat, N. M., Dalbah, L. S., Hammouri, Q., Al-Gasawneh, J. A., Akhuirshaideh, D. A. A., Alnasser, T. Z., & Anuar, M. M. (2023, March). Student e-Learning Experience: A Nexus among e-Learning Quality, Student Engagement and Resulting Satisfaction. In 2023 International Conference on Business Analytics for Technology and Security (ICBATS) (pp. 1-5). IEEE.
Nusairat, N. M., Hammouri, Q., Al-Ghadir, H., Ahmad, A. M. K., & Abuhashesh, M. (2020). Fitness centers ambience-customer behavioral intentions relationship: The mediating role of customer emotional states. International Journal of Business and Management, 15(9).
Rahman, R. A., Ahmad, S., & Hashim, U. R. (2018). The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, 15(1).
Raitskaya, L., & Tikhonova, E. (2019). Gamification as a field landmark in educational research. Journal of Language and Education, 5(3), 4-10.
Ramadan, K. (2020, May). Toward Effective Gamification: Lebanese Post-Secondary Students’ Perceptions on the Influence of Game Elements on Motivation to Learn. Retrieved from Concordia Spectrum Research Repository: https://spectrum.library.concordia.ca/id/eprint/987281/
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business horizons, 58(4), 411-420.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in human behavior, 69, 371-380.
Scholtz, B., Raga, L., & Baxter, G. (2016). Design and evaluation of a “gamified” system for improving career knowledge in computing sciences. The African Journal of Information and Communication, 2016(18), 7-32.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31.
Suh, A., Wagner, C., & Liu, L. (2015, January). The effects of game dynamics on user engagement in gamified systems. In 2015 48th Hawaii international conference on system sciences (pp. 672-681). IEEE.
Suh, A., Wagner, C., & Liu, L. (2018). Enhancing user engagement through gamification. Journal of Computer Information Systems, 58(3), 204-213.
Tze, V. D. (2016). Evaluating the relationship between boredom and academic outcomes: A meta-analysis. Educational Psychology Review, 28(1), 119-144.
Velaora, C., Dimos, I., Tsagiopoulou, S., & Kakarountas, A. (2022). A game-based learning approach in digital design course to enhance students’ competency. Information, 13(4), 177.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
Al-Bashayreh, M., Almajali, D., Altamimi, A., Masa’deh, R. E., & Al-Okaily, M. (2022). An empirical investigation of reasons influencing student acceptance and rejection of mobile learning apps usage. Sustainability, 14(7), 4325.
Al-Hammouri, Q., Ghaith, M. M., Abueita, J. D., Ababneh, E., Altaher, A. M., Al-Gasawneh, J., & Mansour, A. (2022). The influence of using YouTube videos on EFL learners: the moderating role of technological self-efficacy. Journal of Southwest Jiaotong University, 57(5).
Almajali, D. M. A. I. T. H. A. N., Hammouri, Q. A. I. S., & Barakat, S. A. M. E. R. (2021). E-learning through COVID-19 crisis in Developing Countries. International Journal of Pharmaceutical Research, 13(1), 5543-5553.
Almajali, D., Al-Okaily, M., Barakat, S., Al-Zegaier, H., & Dahalin, Z. M. (2022). Students’ perceptions of the sustaina-bility of distance learning systems in the post-COVID-19: a qualitative perspective. Sustainability, 14(12), 7353.
Appleton, J. J., Christenson, S. L., & Furlong, M. J. (2008). Student engagement with school: Critical conceptual and methodological issues of the construct. Psychology in the Schools, 45(5), 369-386.
Becker, J. M., Klein, K., & Wetzels, M. (2012). Hierarchical latent variable models in PLS-SEM: guidelines for using reflective-formative type models. Long range planning, 45(5-6), 359-394.
Bovermann, K., Weidlich, J., & Bastiaens, T. (2018). Online learning readiness and attitudes towards gaming in gamified online learning–a mixed methods case study. International Journal of Educational Technology in Higher Education, 15(1), 1-17.
Canedo, Sergio Freitas & E.D. (2017). Gamification in education: A methodology to identify student's profile. Retrieved from https://ieeexplore.ieee.org/abstract/document/8190499
Denny, P. (2013, April). The effect of virtual achievements on student engagement. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 763-772).
Denny, P., McDonald, F., Empson, R., Kelly, P., & Petersen, A. (2018, April). Empirical support for a causal relationship between gamification and learning outcomes. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-13.
Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 gamification workshop proceedings (Vol. 12, pp. 12-15).
Freitas, S. A. A., Lacerda, A. R., Calado, P. M., Lima, T. S., & Canedo, E. D. (2017, October). Gamification in education: A methodology to identify student's profile. In 2017 IEEE Frontiers in Education Conference (FIE) (pp. 1-8). IEEE.
Garcia‐Cabot, A., Garcia‐Lopez, E., Caro‐Alvaro, S., Gutierrez‐Martinez, J. M., & de‐Marcos, L. (2020). Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program. Computer Applications in Engineering Ed.
Gil, B., Cantador, I., & Marczewski, A. (2015, September). Validating gamification mechanics and player types in an e-learning environment. In European Conference on Technology Enhanced Learning (pp. 568-572). Springer, Cham.
Gray, J. A., & DiLoreto, M. (2016). The effects of student engagement, student satisfaction, and perceived learning in online learning environments. International Journal of Educational Leadership Preparation, 11(1).
Grünberg, T. K. (2014). Whats the difference between game mechanics and game dynamics. Retrieved May, 11, 2014.
Haider, A. S., & Al-Salman, S. (2020). COVID-19’S impact on the higher education system in Jordan: advantages, challenges, and suggestions. Humanities & Social Sciences Reviews, 8(4), 1418-1428.
Hakulinen, L., Auvinen, T., & Korhonen, A. (2015). The Effect of Achievement Badges on Students' Behavior: An Empirical Study in a University-Level Computer Science Course. International Journal of Emerging Technologies in Learning, 10(1).
Hair, J. F., Gabriel, M., & Patel, V. (2014). AMOS covariance-based structural equation modeling (CB-SEM): Guidelines on its application as a marketing research tool. Brazilian Journal of Marketing, 13(2).
Hammouri, Q., & Abu-Shanab, E. (2018). Exploring factors affecting users' satisfaction toward E-learning sys-tems. International Journal of Information and Communication Technology Education (IJICTE), 14(1), 44-57.
Hammouri, Q., Almajali, D. A., Nusairat, N., & Saraireh, S. (2020). Determinants of Users’ Satisfaction with Mobile Apps. International Journal of Advanced Science and Technology, 29(3), 14613-14624.
Handayani, P. W. (2021). Active Student Learning through Gamification in a Learning Management System. Electronic Journal of e-Learning, 19(6), 601-613.
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the academy of marketing science, 43, 115-135.
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92, 221-236.
Isaías, Sofia Rebelo & Pedro. (2020). Gamification As An Engagement Tool In E-Learning Websites. Retrieved from https://www.learntechlib.org/p/218290/
Kamunya, S., Maina, E., & Oboko, R. (2019, May). A Gamification Model For E-Learning Platforms. In 2019 IST-Africa Week Conference (IST-Africa) (pp. 1-9). IEEE.
Kusuma, G., Wigati, E., Utomo, Y., & Suryapranata, L. (2018). Analysis of gamification models in education using MDA framework. Procedia Computer Science, 135, 385-392.
Majali, T. E., Al-Kyid, K., Alhassan, I., Barkat, S., & Almajali, R. (2022). COVID-19 fears and e-learning platforms acceptance among Jordanian university students. International Journal of Data and Network Science, 6(3), 905-914.
Markets and Markets. (2020, 3). Gamification Market. Retrieved from Markets and Markets: https://www.marketsandmarkets.com/Market-Reports/gamification-market-991.html
Masadeh, R. E., Almajali, D., Majali, T. E., Hanandeh, A., & Al-Radaideh, A. (2022). Evaluating e-learning systems success in the new normal. International Journal of Data and Network Science, 6(4), 1033-1042.
Nusairat, N. M., Dalbah, L. S., Hammouri, Q., Al-Gasawneh, J. A., Akhuirshaideh, D. A. A., Alnasser, T. Z., & Anuar, M. M. (2023, March). Student e-Learning Experience: A Nexus among e-Learning Quality, Student Engagement and Resulting Satisfaction. In 2023 International Conference on Business Analytics for Technology and Security (ICBATS) (pp. 1-5). IEEE.
Nusairat, N. M., Hammouri, Q., Al-Ghadir, H., Ahmad, A. M. K., & Abuhashesh, M. (2020). Fitness centers ambience-customer behavioral intentions relationship: The mediating role of customer emotional states. International Journal of Business and Management, 15(9).
Rahman, R. A., Ahmad, S., & Hashim, U. R. (2018). The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, 15(1).
Raitskaya, L., & Tikhonova, E. (2019). Gamification as a field landmark in educational research. Journal of Language and Education, 5(3), 4-10.
Ramadan, K. (2020, May). Toward Effective Gamification: Lebanese Post-Secondary Students’ Perceptions on the Influence of Game Elements on Motivation to Learn. Retrieved from Concordia Spectrum Research Repository: https://spectrum.library.concordia.ca/id/eprint/987281/
Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business horizons, 58(4), 411-420.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in human behavior, 69, 371-380.
Scholtz, B., Raga, L., & Baxter, G. (2016). Design and evaluation of a “gamified” system for improving career knowledge in computing sciences. The African Journal of Information and Communication, 2016(18), 7-32.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of human-computer studies, 74, 14-31.
Suh, A., Wagner, C., & Liu, L. (2015, January). The effects of game dynamics on user engagement in gamified systems. In 2015 48th Hawaii international conference on system sciences (pp. 672-681). IEEE.
Suh, A., Wagner, C., & Liu, L. (2018). Enhancing user engagement through gamification. Journal of Computer Information Systems, 58(3), 204-213.
Tze, V. D. (2016). Evaluating the relationship between boredom and academic outcomes: A meta-analysis. Educational Psychology Review, 28(1), 119-144.
Velaora, C., Dimos, I., Tsagiopoulou, S., & Kakarountas, A. (2022). A game-based learning approach in digital design course to enhance students’ competency. Information, 13(4), 177.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.