TY - JOUR
T1 - Are we ready for Gamification? An exploratory analysis in a developing country
AU - Ofosu-Ampong, Kingsley
AU - Boateng, Richard
AU - Anning-Dorson, Thomas
AU - Kolog, Emmanuel A.
N1 - Publisher Copyright:
© 2019, Springer Science+Business Media, LLC, part of Springer Nature.
PY - 2020/5/1
Y1 - 2020/5/1
N2 - 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.
AB - 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.
KW - Acceptance of gamification
KW - Game elements
KW - Gamification supported learning
KW - User perception
UR - http://www.scopus.com/inward/record.url?scp=85075474335&partnerID=8YFLogxK
U2 - 10.1007/s10639-019-10057-7
DO - 10.1007/s10639-019-10057-7
M3 - Article
AN - SCOPUS:85075474335
SN - 1360-2357
VL - 25
SP - 1723
EP - 1742
JO - Education and Information Technologies
JF - Education and Information Technologies
IS - 3
ER -