Factors Influencing Univerity Students' Acceptance of Using Blooket as A Gamified Learning Platform

In recent times, gamification has been utilized to enhance students' engagement and bolster their motivation in learning by game design components integration into educational settings. Blooket, one of the commonly used gamified platforms, furnishes both teachers and students with engaging classroom interaction and enhances language acquisition. The effectiveness of Blooket has been examined in several previous studies worldwide. Nevertheless, few studies have been conducted to investigate the factors influencing students' Blooket acceptance in teaching, specifically within the Vietnamese context. This study inspects to adapt a conceptual model from the Unified Theory of Acceptance and Use of Technology (UTAUT), investigating striking aspects impacting students’ acceptance of Blooket usage in education. This investigation employed a quantitative methodology and a 21-item questionnaire utilizing a 5-point Likert scale with the involvement of 100 university students from a private university in the Mekong Delta of Vietnam. The findings unveil that social influence mainly influences students’ behavioral intention in adopting Blooket. The results also indicate an intimate connection between facilitating conditions and use behavior and behavioral intention and use behavior. Further implications are suggested to enhance both learners’ satisfaction and gamification implementation in the teaching and learning process.

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Published
2024-12-13
DOI
https://doi.org/10.1145/3729434.3729439
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Factors Influencing Univerity Students' Acceptance of Using Blooket as A Gamified Learning Platform

H. Tong, Danh Thanh Ly, Vi Tuong Nguyen, Bao Huynh Vu Phan
Educational Games and Gamification
article

Factors Influencing Univerity Students' Acceptance of Using Blooket as A Gamified Learning Platform

H. Tong, Danh Thanh Ly, Vi Tuong Nguyen, Bao Huynh Vu Phan
article en

Abstract

In recent times, gamification has been utilized to enhance students' engagement and bolster their motivation in learning by game design components integration into educational settings. Blooket, one of the commonly used gamified platforms, furnishes both teachers and students with engaging classroom interaction and enhances language acquisition. The effectiveness of Blooket has been examined in several previous studies worldwide. Nevertheless, few studies have been conducted to investigate the factors influencing students' Blooket acceptance in teaching, specifically within the Vietnamese context. This study inspects to adapt a conceptual model from the Unified Theory of Acceptance and Use of Technology (UTAUT), investigating striking aspects impacting students’ acceptance of Blooket usage in education. This investigation employed a quantitative methodology and a 21-item questionnaire utilizing a 5-point Likert scale with the involvement of 100 university students from a private university in the Mekong Delta of Vietnam. The findings unveil that social influence mainly influences students’ behavioral intention in adopting Blooket. The results also indicate an intimate connection between facilitating conditions and use behavior and behavioral intention and use behavior. Further implications are suggested to enhance both learners’ satisfaction and gamification implementation in the teaching and learning process.

FPT University (VN)
Quality Education
Openalex Percentile: Top 63%
Educational Games and Gamification
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