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 language | English |
|---|---|
| Pages (from-to) | 354-373 |
| Number of pages | 20 |
| Journal | International Journal of Innovation and Learning |
| Volume | 38 |
| Issue number | 3 |
| DOIs | |
| Publication status | Published - 2025 |
Keywords
- COVID-19
- developing countries
- gamification
- gamified learning
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