Intention towards using Gamification among Students in Higher Education: A Conceptual Framework
Keywords:
Educational Technology, Gamification, Intention to Use, University StudentsAbstract
This study’s objective is to investigate the factors that influence students’ intention in using gamified app as a form of complementary learning strategy during physical class using the Technology Acceptance Model (TAM). In this study, TAM is integrated with technology readiness (TR) as its construct. The extended TAM is expected to explain in a better way on the intention to adopt gamification apps in recent educational environment compared to the original TAM. Gamification technique gives an approach that is more practical to improve the process of learning, especially in terms of the students’ motivation. To date, limited research has been done on student’s intention to use medium of gamification in higher education institution. Therefore, this study explores the factors that influence the intention of gamification usage among students in higher education institution.