doi: 10.18178/ijiet.2023.13.8.1924
Factors Affecting Students‘ Willingness to Use Gamification in University Settings
- Manuscript receivedMarch 14, 2023
- revisedApril 6, 2023
- acceptedMay 5, 2023
Abstract
This study aims to investigate the factors affecting students’ willingness to use gamification. To achieve this objective, a quantitative research method was used, and data were collected employing the survey technique. The sample of the study consisted of 105 university students in Jordan. The survey was structured to take into consideration the inclusion of students from different colleges and majors. The results indicated that perceived usefulness, normative beliefs and task-technology fit are the factors that have the most significant effect on students’ willingness to use gamification as a learning technique. Hopefully, the results of this study will help in formulating policies and in introducing a new technique to be used by both instructors and students, especially in the classroom setting. The study will also help determine the effectiveness of the technology apps used by university staff in Jordan.
Keywords
- Gamification
- university
- students
- willingness
- Jordan
How to Cite
Yousef Alrashed, Abeer Rasheed, Mohamed Gohari, Najla Eltanahi, Samah Ramzy, Walaa Saleh, Rania Abduljawad, and Hoda Wahab, "Factors Affecting Students‘ Willingness to Use Gamification in University Settings," International Journal of Information and Education Technology, vol. 13, no. 8, pp. 1222-1229, 2023. https://doi.org/10.18178/ijiet.2023.13.8.1924
Copyright & License
Copyright © 2023 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).