Students’ acceptance of gamified learning in a developing country before and after the pandemic

  • Bobby Ardiansyahmiraja
  • , Satria Fadil Persada
  • , Reny Nadlifatin*
  • , Junaid Kajee
  • , Irene Dyah Ayuwati
  • *Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

Abstract

This study examines changes in the adoption of gamified learning technologies among students in developing countries due to COVID-19. This study uses the extended unified theory of acceptance and use of technology (UTAUT2) and an additional construct of perceived playfulness. Data were collected from 310 high school and university students in Indonesia using a 55-item questionnaire, both before (N = 151) and after (N = 159) the pandemic. PLS-SEM was employed to analyse the data. Results reveal a significant shift in behavioural predictors of gamified learning adoption. Pre-pandemic, effort expectancy, perceived playfulness, and price value were key drivers, while post-pandemic, their influence diminished. SI and habit remained significant. Conversely, hedonic motivation gained prominence post-pandemic.

Original languageEnglish
Pages (from-to)354-373
Number of pages20
JournalInternational Journal of Innovation and Learning
Volume38
Issue number3
DOIs
Publication statusPublished - 2025

Keywords

  • COVID-19
  • developing countries
  • gamification
  • gamified learning

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