Impact of Gamified eLearning on Learning Outcomes for Municipal Employees Aged 50 and Over in Ontario, Canada: An Experimental Study

The purpose of this quantitative, experimental, causal-comparative, posttest-only, control-group study is to determine if there is a difference in system enjoyment, effort expectancy, and performance expectancy for male and female employees aged 50 years or older at a corporate municipality in Ontario, Canada who participated in eLearning programs with and without game elements. The sample consisted of 38 male and 64 female employees aged 50 years or older who participated in eLearning and then completed an Extended Unified Theory of Acceptance and Use of Technology questionnaire. Data from the questionnaires was analyzed using a two-way multivariate analysis of variance. The results of the study indicated that the interaction effect between gender and eLearning type (gamified vs. non-gamified) on system enjoyment, effort expectancy, and performance expectancy was not statistically significant; the main effect of eLearning type (gamified vs. non-gamified) on system enjoyment, effort expectancy, and performance expectancy was statistically significant; and the main effect of gender on system enjoyment, effort expectancy, and performance expectancy was not statistically significant. The conclusions of the study are that gamification strategies can be applied broadly across male and female municipal employees aged 50 or older without significant variation in impact. Game elements in eLearning programs may influence user perceptions of system enjoyment, effort expectancy, and performance expectancy, but this effect does not vary significantly by gender. Future research should include using a larger sample, extending the duration of the study, and designing a mixed study with both quantitative and qualitative instruments.

Publication Details

Journal
Scholars Crossing (Liberty University)
Published
2025-05-23
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Impact of Gamified eLearning on Learning Outcomes for Municipal Employees Aged 50 and Over in Ontario, Canada: An Experimental Study

Scholars Crossing (Liberty University)
Technology Use by Older Adults
article

Impact of Gamified eLearning on Learning Outcomes for Municipal Employees Aged 50 and Over in Ontario, Canada: An Experimental Study

article en

Abstract

The purpose of this quantitative, experimental, causal-comparative, posttest-only, control-group study is to determine if there is a difference in system enjoyment, effort expectancy, and performance expectancy for male and female employees aged 50 years or older at a corporate municipality in Ontario, Canada who participated in eLearning programs with and without game elements. The sample consisted of 38 male and 64 female employees aged 50 years or older who participated in eLearning and then completed an Extended Unified Theory of Acceptance and Use of Technology questionnaire. Data from the questionnaires was analyzed using a two-way multivariate analysis of variance. The results of the study indicated that the interaction effect between gender and eLearning type (gamified vs. non-gamified) on system enjoyment, effort expectancy, and performance expectancy was not statistically significant; the main effect of eLearning type (gamified vs. non-gamified) on system enjoyment, effort expectancy, and performance expectancy was statistically significant; and the main effect of gender on system enjoyment, effort expectancy, and performance expectancy was not statistically significant. The conclusions of the study are that gamification strategies can be applied broadly across male and female municipal employees aged 50 or older without significant variation in impact. Game elements in eLearning programs may influence user perceptions of system enjoyment, effort expectancy, and performance expectancy, but this effect does not vary significantly by gender. Future research should include using a larger sample, extending the duration of the study, and designing a mixed study with both quantitative and qualitative instruments.

Scholars Crossing (Liberty University)
Quality Education
Openalex Percentile: Top 30%
Technology Use by Older Adults
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.