Are we ready for Gamification? An exploratory analysis in a developing country
Abstract
Integrating gamification in the learning process has become a significant factor in the success of teaching, learning, and research in higher education. Education can leverage gamification by enhancing learning management systems to make learning enjoyable and engaging for students. We, however, lack the underpinnings into factors affecting the acceptance of gamification in education. To help solve this, we tested and extended previous acceptance models. Overall, we explored the users’ perception and acceptance of adding gamification to learning among students in higher education. The results show that Image is an insignificant factor in students’ behavioral intention to use gamification. The current paper contributes to the perceptual process for gamification research in learning; deriving implications for gamification application and pioneering research on gamification acceptance in developing countries. We conclude with opportunities, practical and theoretical implications for researchers and practitioners to extend our knowledge of gamification research. © 2019, Springer Science+Business Media, LLC, part of Springer Nature.
Author(s)
Kingsley Ofosu-Ampong, Richard Boateng, Thomas Anning-Dorson
Year
2020
Countries
Ghana
Language
English
Research Method
Qualitative
Article Type
Peer-Reviewed Articles
Keywords
Higher education | ICT in education | Learning outcomes | Teaching methods | Curriculum reform | Excel Import
Full Citation Style
Research Team
Kingsley Ofosu-Ampong
Richard Boateng
Thomas Anning-Dorson
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