Acceptance and Use of a Gamified Environment in Higher Education: A Preliminary Study

Information and Communication Technologies (ICTs) have been integrated into a variety of processes, with education being no exception. In this context, gamified environments emerge as a relevant resource that can be applied in diverse ways within the educational framework. This article explores the acceptance and implementation of a gamified setting in higher education through the application of the Technology Acceptance Model (TAM). It employs a sequential methodology for both the research conducted and the development of the gamified environment. As a result, the integration of gamified environments in higher education is demonstrated to be a valuable and engaging strategy that enhances the learning experience. Findings indicate that students exhibit enthusiasm for the educational process when gamification elements are incorporated, highlighting the model's potential for both pedagogical and technological applications.

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Publication Details

Published
2024-10-28
DOI
https://doi.org/10.1109/sccc63879.2024.10767625
Primary Topic
Educational Games and Gamification
Type
article
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article

Acceptance and Use of a Gamified Environment in Higher Education: A Preliminary Study

Susanne Griem-Klee, N. González, Nahur M. Meléndez Arava
Educational Games and Gamification
article

Acceptance and Use of a Gamified Environment in Higher Education: A Preliminary Study

Susanne Griem-Klee, N. González, Nahur M. Meléndez Arava
article en

Abstract

Information and Communication Technologies (ICTs) have been integrated into a variety of processes, with education being no exception. In this context, gamified environments emerge as a relevant resource that can be applied in diverse ways within the educational framework. This article explores the acceptance and implementation of a gamified setting in higher education through the application of the Technology Acceptance Model (TAM). It employs a sequential methodology for both the research conducted and the development of the gamified environment. As a result, the integration of gamified environments in higher education is demonstrated to be a valuable and engaging strategy that enhances the learning experience. Findings indicate that students exhibit enthusiasm for the educational process when gamification elements are incorporated, highlighting the model's potential for both pedagogical and technological applications.

University of Atacama (CL)
Quality Education
Openalex Percentile: Top 73%
Educational Games and Gamification
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