Gamification Acceptance for Learners with Different E-Skills

2020 
As gamification may benefit the learning experience, many Technology Acceptance Models affecting the user's acceptance of using gamification have been investigated. However, there has been limited work on the digital skills level and the adoption of user acceptance gamification. This paper examines the user’s perceptions of gamification acceptance in e- learning environments. For this reason, a research model based on the Technology Acceptance Model (TAM) proposed to reveal the relationships between the constructs of the model and participants with different e-skills Level. The search data collected from 188 participants of a Massive Open Online Courses (MOOC) course focused on enhancing cybersecurity skills. Nonparametric tests and Structural Equation Modelling (SEM) implemented for the hypothesis tests. Findings prove that there are statistical differences among participants with different Level of e-skills on Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Intention Use (IU) and Actual Use (AU). Also, the study reveals significant positive relationships among most of the model’s constructs on gamification acceptance. The extra factor “ICT Level” provides a roadmap deeper understanding of the studies based on e-learning Technology Acceptance Models and show that affect the adoption of user acceptance.  https://doi.org/10.26803/ijlter.19.2.1 6
    • Correction
    • Source
    • Cite
    • Save
    • Machine Reading By IdeaReader
    10
    References
    1
    Citations
    NaN
    KQI
    []