Optimism and innovativeness: predictors of gamified apps adoption among Malaysian university students

Sulaiman, Norhayati and Mohd Isa, Noor Saatila and Omar, Norliana and Zaini, Naimah and Halid, Sunarti and Abdul Rahman, Rahayu (2024) Optimism and innovativeness: predictors of gamified apps adoption among Malaysian university students. In: International Conference On Accounting & Business (ICAB) 2024, 18-19 Sept 2024, Universiti Teknologi MARA, Perak Branch Tapah Campus.
Abstract

The increasing adoption of gamified applications in higher education has prompted researchers to investigate the factors influencing students' intentions to utilize these tools. However, limited research has focused on the role of psychological traits, such as optimism and innovativeness, in predicting gamified app adoption. This study aims to examine the influence of Malaysian university students' technology readiness, in terms of optimism and innovativeness, on their intentions towards adopting gamified apps for learning. A quantitative research methodology was employed, by which data was gathered through the use of online questionnaires. A total of 137 accounting students from UiTM Tapah, Perak participated in the survey. Data analysis was conducted using Smart PLS to assess the relationships between the variables. The findings reveal a significant positive relationship between optimism and behavioral intention, indicating that students with a more optimistic outlook are more likely to embrace gamified apps. Conversely, innovativeness did not show a significant impact on behavioral intention, suggesting that its influence may depend on contextual factors such as perceived usefulness and relevance of the apps to students' educational needs. This research contributes to the literature by highlighting the importance of optimism in technology adoption while suggesting that innovativeness alone may not suffice in predicting the use of gamified applications. The study offers valuable insights for educators and app developers aiming to enhance the adoption of gamified learning tools in higher education.

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