Factors Affecting Undergraduates’ Acceptance of Gamification Apps: An Survey Study

Abstract:

The gamification of learning is one of the educational paths to inspire the learner to learn by using video game design and game elements in learning (Dicheva, Dichev, Agre, & Angelova, 2015; Kapp, 2012).  This educational path is viewed as one of the forthcoming teaching and learning approach that suitable for current younger generation, generation Z (Nah, Zeng, Telaprolu, Ayyappa, & Eschenbrenner, 2014; Sandusky, 2018). Generation Z is defined as the people that born between 1995 to the year 2012. This generation is growing up with highly sophisticated media and computer environment. This makes them be more savvy and expert in technology(Cruz Expósito, 2017; Engel Bromwich, 2018). The main objective to use gamification as part of the educational path is to exaggerate the enjoyment and engagement experience between the learners and the gamification learning application, that created by media and computer environment. Therefore, the integration of the gamification into the generation z education seem to bring the positive effects.

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