Proceedings of the 2022 2nd International Conference on Education, Information Management and Service Science (EIMSS 2022)

Gamification and Students’ Creativity: Multivariate Linear Regression Method Based on SPSS Analysis on the Mediating Effect of Learning Immersion

Authors
Linlin Zhang1, *
1School of Government, Liaoning Normal University, Dalian, China
*Corresponding author. Email: zhanglinlin.321@163.com
Corresponding Author
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.

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Volume Title
Proceedings of the 2022 2nd International Conference on Education, Information Management and Service Science (EIMSS 2022)
Series
Atlantis Highlights in Computer Sciences
Publication Date
12 December 2022
ISBN
978-94-6463-024-4
ISSN
2589-4900
DOI
10.2991/978-94-6463-024-4_96How to use a DOI?
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  -