Student satisfaction and co-creation behavior in game-based learning in the context of higher education

Negin Zarandi et al.

Journal of Marketing for Higher Education2024https://doi.org/10.1080/08841241.2024.2351118article
AJG 1ABDC B
Weight
0.69

Abstract

Drawing on an increasing body of investigation on student satisfaction and the Service – Dominant Logic theoretical framework (SDL), this study focuses on student perception of the value of Game-Based Learning (GBL) and student co-creation behavior in Higher Education (HE). To understand how student co-creation behavior promotes the creation of mutual value for students and in what ways this perception of value may contribute to satisfaction, a survey-based study was conducted with a sample size of 356 respondents. Structural Equation Modeling (SEM) was used to test the proposed model. Our results show that student co-creation behavior during GBL has no impact on the overall satisfaction of students, although there is a positive relationship between student citizenship behavior and student perception of value. The results show that students' optimal perception of GBL in the context of their HE experience positively impacts their satisfaction with GBL. Finally, drawing on the findings, several managerial implications are suggested for Higher Education Institutions (HEIs), mainly for educators and educational developers.

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https://doi.org/https://doi.org/10.1080/08841241.2024.2351118

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@article{negin2024,
  title        = {{Student satisfaction and co-creation behavior in game-based learning in the context of higher education}},
  author       = {Negin Zarandi et al.},
  journal      = {Journal of Marketing for Higher Education},
  year         = {2024},
  doi          = {https://doi.org/https://doi.org/10.1080/08841241.2024.2351118},
}

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Evidence weight

0.69

Balanced mode · F 0.40 / M 0.15 / V 0.05 / R 0.40

F · citation impact0.95 × 0.4 = 0.38
M · momentum0.60 × 0.15 = 0.09
V · venue signal0.50 × 0.05 = 0.03
R · text relevance †0.50 × 0.4 = 0.20

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