Students' acceptance of gamified learning in a developing country before and after the pandemic

This study examines changes in the adoption of gamified learning technologies among students in developing countries due to COVID-19. This study uses the extended unified theory of acceptance and use of technology (UTAUT2) and an additional construct of perceived playfulness. Data were collected from 310 high school and university students in Indonesia using a 55-item questionnaire, both before (N = 151) and after (N = 159) the pandemic. PLS-SEM was employed to analyse the data. Results reveal a significant shift in behavioural predictors of gamified learning adoption. Pre-pandemic, effort expectancy, perceived playfulness, and price value were key drivers, while post-pandemic, their influence diminished. SI and habit remained significant. Conversely, hedonic motivation gained prominence post-pandemic.

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Publication Details

Journal
International Journal of Innovation and Learning
Published
2024-11-21
DOI
https://doi.org/10.1504/ijil.2025.10068036
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Students' acceptance of gamified learning in a developing country before and after the pandemic

Reny Nadlifatin, Bobby Ardiansyahmiraja, Irene Dyah Ayuwati, Satria Fadil Persada N.A. et al.
International Journal of Innovation and Learning
Educational Games and Gamification
article

Students' acceptance of gamified learning in a developing country before and after the pandemic

Reny Nadlifatin, Bobby Ardiansyahmiraja, Irene Dyah Ayuwati, Satria Fadil Persada N.A., Junaid Kajee
article en

Abstract

This study examines changes in the adoption of gamified learning technologies among students in developing countries due to COVID-19. This study uses the extended unified theory of acceptance and use of technology (UTAUT2) and an additional construct of perceived playfulness. Data were collected from 310 high school and university students in Indonesia using a 55-item questionnaire, both before (N = 151) and after (N = 159) the pandemic. PLS-SEM was employed to analyse the data. Results reveal a significant shift in behavioural predictors of gamified learning adoption. Pre-pandemic, effort expectancy, perceived playfulness, and price value were key drivers, while post-pandemic, their influence diminished. SI and habit remained significant. Conversely, hedonic motivation gained prominence post-pandemic.

International Journal of Innovation and LearningVol. 1(1)
Universität für Weiterbildung Krems (AT), University of Surabaya (ID), Sepuluh Nopember Institute of Technology (ID), Universitas Negeri Surabaya (ID), Universitas 45 Surabaya (ID)
Openalex Percentile: Top 74%
Educational Games and Gamification
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