Explore Students’ Perceptions of Gamification Technology in Higher Education (79011)

Session Information: Design, Implementation & Assessment of Innovative Technologies in Education
Session Chair: Ikhsan Ikhsan

Friday, 29 March 2024 09:00
Session: Session 1
Room: Room B (Live Stream)
Presentation Type: Live-Stream Presentation

All presentation times are UTC + 9 (Asia/Tokyo)

Over the past decade, the integration of technology in education, particularly through gamification, has undergone a transformative revolution. The adoption of gamification technology attempts to facilitate teaching and learning processes for educators and students. Despite gamification technology gathering attention and being applied in certain fields, including business and marketing, computer science and information technology, and health and medicine, research is scarce in other disciplines regarding gamification technology and there is a dearth of understanding of students' intentions. This study aims to improve understandings of the factors that influence students' intentions to adopt gamification technology, specifically focusing on the Built Environment. Grounded in the Technology Acceptance Model (TAM), this study extends the TAM framework to comprehensively explore the factors contributing to students' adoption of gamification technology in Built Environment education. By using Partial Least Squares Structural Equation Modelling (PLS-SEM) to analyse 130 survey responses, the study revealed that the subjective norm significantly influenced both perceived ease of use and perceived usefulness, affirming the validity of the proposed TAM framework. Additionally, perceived enjoyment emerged as a significant contributor to perceived ease of use. It also indicated that perceived usefulness exerted a significant positive impact on students’ behavioural intentions to use gamification technology. Intriguingly, no significant correlation was found between perceived ease of use and behavioural intentions. In discussing practical implications, limitations, and recommendations for future research, this study provided valuable insights for educators, institutions, and researchers seeking to enhance the implementation of gamification technology in certain unexplored study areas in higher education.

Authors:
Weiwei Zhang, Bond University, Australia
Amir Ghanbaripour, Bond Univeristy, Australia
Tsunemi Watanabe, Bond University, Australia


About the Presenter(s)
Ms. Weiwei Zhang is a research degree candidate and academic at Bond University, Australia.

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Posted by Clive Staples Lewis

Last updated: 2023-02-23 23:45:00