Optimizing Gamification Adoption in Higher Education

This qualitative case study aims to enhance the acceptance and adoption of gamification in higher education, focusing on the American University of Bahrain (AUBH) as a unique context. Grounded in the Unified Theory of Acceptance and Use of Technology (UTAUT), this research investigates the integration of gamification in AUBH and its influencing factors. The study employs a purposeful sample of twelve top management and influential faculty members as participants, and utilizes semi-structured interviews to collect data. Thematic analysis of the interview data is conducted, focusing on UTAUT constructs. The findings of this study are expected to contribute to a deeper understanding of gamification adoption in Bahrain's higher education, shedding light on performance expectancy, effort expectancy, social influence, and facilitating conditions. Ultimately, this research intends to inform educational policymakers and practitioners, enriching the literature on educational innovation and technology acceptance within similar contexts.

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Publication Details

Journal
International Journal of Game-Based Learning
Published
2025-03-27
DOI
https://doi.org/10.4018/ijgbl.372068
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89
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article

Optimizing Gamification Adoption in Higher Education

Khawla Alhasan, Khaled Alhasan, Samaa Alhashimi
2 citations
International Journal of Game-Based Learning
Educational Games and Gamification
6.89
article

Optimizing Gamification Adoption in Higher Education

Khawla Alhasan, Khaled Alhasan, Samaa Alhashimi
article en
2 citations

Abstract

This qualitative case study aims to enhance the acceptance and adoption of gamification in higher education, focusing on the American University of Bahrain (AUBH) as a unique context. Grounded in the Unified Theory of Acceptance and Use of Technology (UTAUT), this research investigates the integration of gamification in AUBH and its influencing factors. The study employs a purposeful sample of twelve top management and influential faculty members as participants, and utilizes semi-structured interviews to collect data. Thematic analysis of the interview data is conducted, focusing on UTAUT constructs. The findings of this study are expected to contribute to a deeper understanding of gamification adoption in Bahrain's higher education, shedding light on performance expectancy, effort expectancy, social influence, and facilitating conditions. Ultimately, this research intends to inform educational policymakers and practitioners, enriching the literature on educational innovation and technology acceptance within similar contexts.

International Journal of Game-Based LearningVol. 15(1)
University of Bahrain (BH), University of Technology Bahrain (BH), American University of Bahrain (BH), University College of Bahrain (BH)
Openalex Percentile: Top 5%
Educational Games and Gamification
6.89
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