Factors Affecting Undergraduates’ Acceptance of Gamification Apps: An Survey Study

Citation

Low, Jing Hong and Yap, Mun fei and Sarwar, Abdullah Al Mamun (2019) Factors Affecting Undergraduates’ Acceptance of Gamification Apps: An Survey Study. In: 32nd International Business Information Management Association Conference, IBIMA 2018, 15-16 November 2018, Seville, Spain.

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Abstract

The gamification of learning is one of the educational paths to inspire the learner to learn by using video game design and game elements in learning (Dicheva, Dichev, Agre, & Angelova, 2015; Kapp, 2012). This educational path is viewed as one of the forthcoming teaching and learning approach that suitable for current younger generation, generation Z (Nah, Zeng, Telaprolu, Ayyappa, & Eschenbrenner, 2014; Sandusky, 2018). Generation Z is defined as the people that born between 1995 to the year 2012. This generation is growing up with highly sophisticated media and computer environment. This makes them be more savvy and expert in technology(Cruz Expósito, 2017; Engel Bromwich, 2018). The main objective to use gamification as part of the educational path is to exaggerate the enjoyment and engagement experience between the learners and the gamification learning application, that created by media and computer environment. Therefore, the integration of the gamification into the generation z education seem to bring the positive effects.

Item Type: Conference or Workshop Item (Paper)
Uncontrolled Keywords: Study and teaching
Subjects: H Social Sciences > HD Industries. Land use. Labor > HD28-70 Management. Industrial Management > HD30.2 Electronic data processing. Information technology. Including artificial intelligence and knowledge management
Divisions: Faculty of Management (FOM)
Depositing User: Ms Suzilawati Abu Samah
Date Deposited: 13 Jan 2022 02:36
Last Modified: 13 Jan 2022 02:36
URII: http://shdl.mmu.edu.my/id/eprint/8969

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