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. 2021 Dec 2;12:749837. doi: 10.3389/fpsyg.2021.749837

TABLE 4.

Results of the degree of acceptance about elements of the model (the technology enhanced GBL model) based on the experts’ rating.

Element Mean SD Coefficient of variation
1 Connecting learner’s community 3.48 0.81 0.23
2 Intelligence test and data acquisition 3.57 0.68 0.19
3 Real-time feedback 3.71 0.64 0.17
4 Personalizing learning pace 3.57 0.68 0.19
5 Convenient learning facilities 3.52 0.60 0.17
6 High speed Internet access 3.57 0.51 0.14
7 Comfortable surroundings 3.00 1.00 0.33
8 Flexible space layout 3.19 0.75 0.23
9 Multimodal learning analysis 3.71 0.56 0.15
10 Pre-analysis 3.33 0.80 0.24
11 Game selection 3.62 0.74 0.20
12 Context design 3.76 0.44 0.12
13 Activity design 3.95 0.22 0.06
14 Learning contents 3.43 0.75 0.22
15 Features of the Game 3.57 0.81 0.23
16 Gamification of learning contexts 3.76 0.44 0.12
17 Thinking and inspiration 3.43 0.81 0.24
18 Gamification exploration 3.48 0.87 0.24
19 Collaboration and communication 3.62 0.50 0.14
20 Presentation and sharing 3.38 0.67 0.20
21 Learning outcomes 3.38 0.74 0.22
22 Assigning homework 2.95 0.67 0.23
23 Personalized guidance 3.71 0.46 0.12
24 Reflection and improvement 3.43 0.75 0.22
25 Next round planning 3.19 0.81 0.26