The Impact of Personality Traits and Technology Acceptance Models on Egyptian University Students' Intention to Use Gamification in E-Learning

Gamification has been rapidly growing as a solution in e-learning to improve students' engagement and motivation. Despite numerous studies examining the technology acceptance model as a crucial component of e-learning, there has been a dearth of research examining the influence of various student personality traits on their acceptance of gamification. Therefore, this research develops a framework to investigate the impact of the technology acceptance model, the Big Five personality traits, and students' attitude on their intention to use gamification in e-learning in Egypt. The study employs quantitative analysis, utilizing a 451 online survey tool to collect data from Egyptian undergraduate students enrolled in public, private, and national universities. Additionally, AMOS software is utilized for structural equation model analyses (SEM). The study's findings, The most influential factor is the students’ attitude toward the intention to use gamification; at the same time, results supported all relations. This study sheds light on the importance of managing students with different personality traits in order to continue using gamified learning environments.

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2024-10-24
DOI
https://doi.org/10.5281/zenodo.13984648
Primary Topic
Cardiovascular and exercise physiology
Type
article
Field-Weighted Citation Impact
0.00
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article

The Impact of Personality Traits and Technology Acceptance Models on Egyptian University Students' Intention to Use Gamification in E-Learning

Zenodo (CERN European Organization for Nuclear Research)
Cardiovascular and exercise physiology
article

The Impact of Personality Traits and Technology Acceptance Models on Egyptian University Students' Intention to Use Gamification in E-Learning

article en

Abstract

Gamification has been rapidly growing as a solution in e-learning to improve students' engagement and motivation. Despite numerous studies examining the technology acceptance model as a crucial component of e-learning, there has been a dearth of research examining the influence of various student personality traits on their acceptance of gamification. Therefore, this research develops a framework to investigate the impact of the technology acceptance model, the Big Five personality traits, and students' attitude on their intention to use gamification in e-learning in Egypt. The study employs quantitative analysis, utilizing a 451 online survey tool to collect data from Egyptian undergraduate students enrolled in public, private, and national universities. Additionally, AMOS software is utilized for structural equation model analyses (SEM). The study's findings, The most influential factor is the students’ attitude toward the intention to use gamification; at the same time, results supported all relations. This study sheds light on the importance of managing students with different personality traits in order to continue using gamified learning environments.

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 41%
Cardiovascular and exercise physiology
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