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

被引:16
作者
Zhao, Yu [1 ]
Srite, Mark [2 ]
Kim, Sumin [3 ]
Lee, Jinwoong [4 ]
机构
[1] Lamar Univ, Coll Business, Sch Accounting & Informat Syst, POB 10069, Beaumont, TX 77710 USA
[2] Univ Wisconsin, Sheldon B Lubar Sch Business, Milwaukee, WI 53201 USA
[3] Mississippi State Univ, Management & Informat Syst, Mississippi State, MS 39762 USA
[4] Kent State Univ, Coll Business Adm, Dept Accounting, Kent, OH 44242 USA
关键词
ERPsim; flow; gamification; online teaching; team; team cohesion; ERP SIMULATION GAME; COMPUTER-MEDIATED COMMUNICATION; TECHNOLOGY ACCEPTANCE MODEL; INFORMATION-TECHNOLOGY; MODERATING ROLE; USER ACCEPTANCE; PERCEIVED EASE; SUCCESS; PERFORMANCE; CONTEXT;
D O I
10.1111/dsji.12240
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Pedagogy using gamification has recently received much attention as a way of enhancing student learning and retention. Additionally, academic institutions are making extensive use of online resources to expand teaching beyond the traditional classroom setting. Both academic institutions and companies utilize virtual teams to accomplish remote teamwork, particularly in a post-COVID environment. Despite the growing interest in incorporating gamification into teaching for business school courses, prior researchers have paid little attention to team-based gamification in the online learning environment. The purpose of this study is to examine if team members' perceived team cohesion influences their perceptions of flow. Also, we investigate the relationships among three flow dimensions: concentration, perceived control, and perceived enjoyment. We tested our research model using an enterprise resource planning simulation game involving 187 business students. The results of structural equation modeling with partial least squares analysis support all of our hypotheses.
引用
收藏
页码:173 / 184
页数:12
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