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Effect of team cohesion on flow: An empirical study of team-based gamification for enterprise resource planning systems in online classes

机译:团队凝聚对流量的影响:在线课程中企业资源规划系统的基于团队的基于团队的群体

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摘要

Pedagogy using gamification has recently received much attention as a way of enhancingstudent learning and retention. Additionally, academic institutions are makingextensive use of online resources to expand teaching beyond the traditional classroomsetting. Both academic institutions and companies utilize virtual teams to accomplishremote teamwork, particularly in a post-COVID environment. Despite the growinginterest in incorporating gamification into teaching for business school courses, priorresearchers have paid little attention to team-based gamification in the online learningenvironment. The purpose of this study is to examine if team members’ perceived teamcohesion influences their perceptions of flow. Also, we investigate the relationshipsamong three flow dimensions: concentration, perceived control, and perceived enjoyment.We tested our research model using an enterprise resource planning simulationgame involving 187 business students. The results of structural equation modeling withpartial least squares analysis support all of our hypotheses.
机译:使用赌博的教育学最近接受了很多关注作为一种增强方式学生学习和保留。此外,学术机构正在制作广泛使用在线资源,以扩大传统教室的教学环境。学术机构和公司都利用虚拟团队完成远程团队合作,特别是在Covid环境中。尽管不断增长兴趣将赌博融入商业学校课程教学中的兴趣研究人员对在线学习中的基于团队的游戏有很少关注环境。本研究的目的是检查团队成员的感知团队凝聚力影响他们对流动的看法。此外,我们调查了这种关系三个流动尺寸中:浓度,感知控制和感知享受。我们使用企业资源规划仿真测试了我们的研究模式游戏涉及187名商业学生。结构方程建模的结果部分最小二乘分析支持我们所有的假设。

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