Gamification and Students’ Creativity: Multivariate Linear Regression Method Based on SPSS Analysis on the Mediating Effect of Learning Immersion
Authors
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Email: zhanglinlin.321@163.com
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Linlin Zhang
Available Online 12 December 2022.
- DOI
- 10.2991/978-94-6463-024-4_96How to use a DOI?
- Keywords
- Gamification; Creative Ability; Learning Immersion; Multiple Linear Regression; Mediating Effect
- Abstract
In this paper, the data of gamification, learning immersion and creative ability of 419 students are taken as samples, and the multivariate linear regression method is used to establish the mediating model and observe the multivariate linear regression relationship. The results show that: (1) there is a positive correlation between learning immersion and students’ creativity; (2) There is a positive correlation between gamification and students’ creativity; (3) There is a mediating effect between learning immersion in games and students’ creativity.
- Copyright
- © 2023 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Linlin Zhang PY - 2022 DA - 2022/12/12 TI - Gamification and Students’ Creativity: Multivariate Linear Regression Method Based on SPSS Analysis on the Mediating Effect of Learning Immersion BT - Proceedings of the 2022 2nd International Conference on Education, Information Management and Service Science (EIMSS 2022) PB - Atlantis Press SP - 917 EP - 926 SN - 2589-4900 UR - https://doi.org/10.2991/978-94-6463-024-4_96 DO - 10.2991/978-94-6463-024-4_96 ID - Zhang2022 ER -