Adapting to the digital age: Gamification's role in revolutionizing education for youth students

Gamification, an educational strategy incorporating game-based elements, is gaining traction. Using the Unified Theory of Acceptance and Use of Technology model constructors, this study examines the adoption of gamification among 350 university students, which is representative of gender. The findings reveal a strong positive correlation between performance expectancy, and hedonic motivation, highlighting the role of gamification in fostering intrinsic motivation among learners. Most of all, the learning value influences behavioural intention directly in students thus consistently prioritising higher expected knowledge gains regarding performance, time invested, and energy expended. Overall, the study demonstrates the significance of several UTAUT constructs, including performance expectancy, effort expectancy, self-innovation, and hedonic motivation, in influencing the propensity to adopt gamification in educational settings. This research contributes to a deeper understanding of gamification's potential to enhance student engagement and learning outcomes, particularly among younger generations accustomed to interactive and engaging digital experiences.

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Publication Details

Journal
Human Technology
Published
2025-10-12
DOI
https://doi.org/10.14254/1795-6889.2025.21-2.5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Adapting to the digital age: Gamification's role in revolutionizing education for youth students

László Várallyai, Sándor Lajos Kovács, Tamás Kovács
Human Technology
Educational Games and Gamification
article

Adapting to the digital age: Gamification's role in revolutionizing education for youth students

László Várallyai, Sándor Lajos Kovács, Tamás Kovács
article en

Abstract

Gamification, an educational strategy incorporating game-based elements, is gaining traction. Using the Unified Theory of Acceptance and Use of Technology model constructors, this study examines the adoption of gamification among 350 university students, which is representative of gender. The findings reveal a strong positive correlation between performance expectancy, and hedonic motivation, highlighting the role of gamification in fostering intrinsic motivation among learners. Most of all, the learning value influences behavioural intention directly in students thus consistently prioritising higher expected knowledge gains regarding performance, time invested, and energy expended. Overall, the study demonstrates the significance of several UTAUT constructs, including performance expectancy, effort expectancy, self-innovation, and hedonic motivation, in influencing the propensity to adopt gamification in educational settings. This research contributes to a deeper understanding of gamification's potential to enhance student engagement and learning outcomes, particularly among younger generations accustomed to interactive and engaging digital experiences.

Human TechnologyVol. 21(2)
University of Debrecen (HU)
Openalex Percentile: Top 69%
Educational Games and Gamification
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