Exploring the Role of Innovation Attributes on Mobile Gamification Adoption Among Lecturers

In the current digital era, generation Z is known as individuals who grew up with technology. They are a generation that is accustomed to using gadgets as an integral part of everyday life, including in the context of learning in educational institutions. This research aims to explore the factors that influence lecturers' adoption of mobile gamification for teaching to today's students who are Gen Z. We investigate the factors that influence lecturers' adoption of mobile gamification in a higher education context from the Diffusion of Innovation Theory attribute. Using Structural Equation Modeling (SEM) with the help of SmartPLS 4, we tested five hypotheses linking Relative Advantage (RA), Compatibility (CA), Complexity (CE), Observability (OB), and Trialability (TR) with lecturer adoption of gamification mobile. After that the sixth hypothesis linked lecturer adoption of mobile gamification on student engagement. The analysis results show that RA, CA, CE, and OB significantly influence lecturers' adoption of mobile gamification, while TR does not show a significant influence. Lecturer adoption of mobile gamification has significant effect on student engagement. The implications of these findings are presented in the context of the application of innovative learning technology in academic environments, as well as suggestions for future researchers in expanding knowledge about the adoption of learning technology in the future.

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Publication Details

Published
2024-09-04
DOI
https://doi.org/10.1109/iciss62896.2024.10751287
Citations
1
Primary Topic
Technology Adoption and User Behaviour
Type
article
Field-Weighted Citation Impact
1.05

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article

Exploring the Role of Innovation Attributes on Mobile Gamification Adoption Among Lecturers

Elidjen Elidjen, Bambang Leo Handoko, Firdaus Alamsjah, Muhtosim Arief
1 citations
Technology Adoption and User Behaviour
1.05
article

Exploring the Role of Innovation Attributes on Mobile Gamification Adoption Among Lecturers

Elidjen Elidjen, Bambang Leo Handoko, Firdaus Alamsjah, Muhtosim Arief
article en
1 citations

Abstract

In the current digital era, generation Z is known as individuals who grew up with technology. They are a generation that is accustomed to using gadgets as an integral part of everyday life, including in the context of learning in educational institutions. This research aims to explore the factors that influence lecturers' adoption of mobile gamification for teaching to today's students who are Gen Z. We investigate the factors that influence lecturers' adoption of mobile gamification in a higher education context from the Diffusion of Innovation Theory attribute. Using Structural Equation Modeling (SEM) with the help of SmartPLS 4, we tested five hypotheses linking Relative Advantage (RA), Compatibility (CA), Complexity (CE), Observability (OB), and Trialability (TR) with lecturer adoption of gamification mobile. After that the sixth hypothesis linked lecturer adoption of mobile gamification on student engagement. The analysis results show that RA, CA, CE, and OB significantly influence lecturers' adoption of mobile gamification, while TR does not show a significant influence. Lecturer adoption of mobile gamification has significant effect on student engagement. The implications of these findings are presented in the context of the application of innovative learning technology in academic environments, as well as suggestions for future researchers in expanding knowledge about the adoption of learning technology in the future.

Binus University (ID)
Binus University
Industry, innovation and infrastructure
Openalex Percentile: Top 12%
Technology Adoption and User Behaviour
1.05
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Exploring the Role of Innovation Attributes on Mobile Gamification Adoption Among Lecturers — Elidjen Elidjen, Bambang Leo Handoko, et al. · (2024) | TGRS Research Map | TGRS