Factors Affecting Students‘ Willingness to Use Gamification in University Settings

Q2 Social Sciences
Yousef Alrashed, A. Rasheed, Mohamed Gohari, Najla Eltanahi, Samah Ramzy, W. Saleh, R. Abduljawad, Hoda Wahab
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引用次数: 0

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.
影响学生在大学环境中使用游戏化意愿的因素
本研究旨在探讨影响学生游戏化使用意愿的因素。为了实现这一目标,采用了定量研究方法,并采用调查技术收集数据。该研究的样本包括约旦的105名大学生。该调查的结构考虑到了来自不同学院和专业的学生。结果表明,感知有用性、规范性信念和任务-技术契合度是影响学生使用游戏化作为学习技巧意愿的最显著因素。希望这项研究的结果将有助于制定政策,并引入一种新的技术,供教师和学生使用,特别是在课堂环境中。这项研究还将有助于确定约旦大学工作人员使用的技术应用程序的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.80
自引率
0.00%
发文量
120
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