Abstract
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.
Recommended Citation
Zhao, Y., Srite, M., Kim, S., & Lee, J. (2021). Effect of Team Cohesion nn Flow: An Empirical Study of Team-Based Gamification for Enterprise Resource Planning Systems in Online Classes. Decision Sciences Journal of Innovative Education, 19(3), pp. 173-184. Wiley.
The definitive version is available at https://doi.org/10.1111/dsji.12240
Department(s)
Business and Information Technology
Publication Status
Full Access
Keywords and Phrases
ERPsim; flow; gamification; online teaching; team; team cohesion
International Standard Serial Number (ISSN)
1540-4609; 1540-4595
Document Type
Article - Journal
Document Version
Citation
File Type
text
Language(s)
English
Rights
© 2025 Wiley, All rights reserved.
Publication Date
01 Jul 2021

Comments
Lamar University, Grant None