Exploring students' adoption of gamification app: the influence of perceived ease of use and perceived usefulness

Mohd Isa, Noor Saatila and Omar, Norliana and Halid, Sunarti and Sulaiman, Norhayati and Salleh, Nor Asyiqin and Abdul Rahman, Rahayu (2024) Exploring students' adoption of gamification app: the influence of perceived ease of use and perceived usefulness. In: International Conference On Accounting & Business (ICAB) 2024, 18-19 Sept 2024, International Conference On Accounting & Business (ICAB) 2024.
Abstract

This study utilizes the Technology Acceptance Model (TAM) to examine the factors influencing students' intention to adopt gamification tools in educational environments. In particular, the study examines how perceived ease of use and perceived usefulness affect the intentions of 137 undergraduate accounting students from a Malaysian public university. Using Smart PLS, the findings show that students' behavioural intention is highly influenced by perceived usefulness, whereas perceived ease of use does not have a significant impact. The findings of this research contribute to the literature by validating the TAM in the Malaysian context and provide several prominent implications for the research and practice of technology adoption in higher education.

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