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Exploring the Impact of Octalysis Gamification in Japanese M-learning Using the Technology Acceptance Model
Corresponding Author(s) : Suwarno
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control,
Vol. 9, No. 1, February 2024
Abstract
Indonesia is a country with the second highest number of Japanese language learners in the world. However, with the main language of Indonesia being derived from the roman alphabets, it makes Indonesian students hard to get used to learning Japanese alphabets, especially Kanji. This study aims to develop a gamified mobile learning application following the Octalysis gamification framework, and assess its impact in garnering student’s acceptance to enhance their Japanese Kanji learning experience. This study was conducted quantitatively using the Technology Acceptance Model, and analyzed through the Structural Equation Model. The data were collected via questionnaires from 194 members of the local Japanese learning community. The variables analyzed in this research are Perceived Usefulness, Perceived Ease of Use, Attitude Towards Using, and Behavioral Intention. All variables are tested for validity and reliability using SPSS Statistics, and structural equation model analysis using SPSS AMOS. The results showed positive significant correlations between Perceived Usefulness and Attitude Towards Using, Perceived Ease of Use and Attitude Towards Using, and Attitude Towards Using and Behavioral Intention. The result also noted a negative correlation between Perceived Usefulness and Behavioral Intention. Each variable contributes to the acceptance of the gamified mobile learning application with a strong emphasis on Perceived Ease of Use, and a mild emphasis on Perceived Usefulness.
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- R. N. Cahya, E. Suprapto, and R. Lusiana, “Development of Mobile Learning Media Based Android to Suport Students Understanding,” in Journal of Physics: Conference Series, Institute of Physics Publishing, Mar. 2020. https://doi.org/10.1088/1742-6596/1464/1/012010
- B. Klimova, “Impact of mobile learning on students’ achievement results,” Educ Sci (Basel), vol. 9, no. 2, Jun. 2019. https://doi.org/10.3390/educsci9020090
- D. Kusrini, V. L. Dewanty, and N. N. Hidayat, “The Development of Comics as a Media to Improve Japanese Writing Skill,” in International Conference on Language, Literature, Culture, and Education, 2020.
- S. Quintos, “Difficulties in Learning Japanese as a Foreign Language: The Case of Filipino Learners,” Bicol University R&D Journal, vol. 24, no. 2, 2021. http://dx.doi.org/10.47789/burdj.mbtcbbgs.20212402.04
- Y. Saito, “Problems and Issues in Learning Japanese Language Among Thai and Chinese University Students : A Mixed Method Micro Research,” Journal of Osaka University of Economics, vol. 73, no. 2, 2022.
- N. T. Danh, “Sustanaible Methods of Improving Kanji Learning Skills for Japanese Language Learners at Basic Level at FPT University,” E3S Web of Conferences, vol. 295, 2021. https://doi.org/10.1051/e3sconf/202129505031
- L. M. Rasiban, N. Sutjiati, and A. Dahidi, “Japanese Literacy Acquisition by Alphabetic-Based Background Indonesian Learners,” in Proceedings of the Second Conference on Language, Literature, Education, and Culture , 2019.
- L. Kupchyk and A. Litvinchuk, “Constructing Personal Learning Environments Through ICT-mediated Foreign Language Instruction,” in Journal of Physics: Conference Series, IOP Publishing Ltd, Mar. 2021. https://doi.org/10.1088/1742-6596/1840/1/012045
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- J. Yamashita, “Development of a Motivational Regulatory Strategy Scale for Indonesian Learners of Japanese,” Front Psychol, vol. 14, Sep. 2023. https://doi.org/10.3389/fpsyg.2023.1245500
- Japan Foundation, “Survey Report On Japanese-Language Education Abroad,” 2020.
- F. Djafri and L. Wahidati Universitas Gadjah Mada, “Study in Japan and the Motivation of Japanese Language Learners in Higher Educational Institutions in Indonesia,” IZUMI: Japanese Language, Literature and Culture Journal, vol. 9, no. 2, 2020.
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- A. A. Kocimaheni, D. Soepardjo, J. Prasetyo, N. S. Sasanti, and Parastuti, “Implementation of Kanji Learning Outcome Assessment During the Covid-19 Pandemic,” in International Joint Conference on Arts and Humanities (IJCAH), 2023, pp. 984–991. https://doi.org/10.2991/978-2-38476-008-4_104
- S. M. Schöbel, A. Janson, and M. Söllner, “Capturing the Complexity of Gamification Elements: A Holistic Approach for Analysing Existing and Deriving Novel Gamification Designs,” European Journal of Information Systems, vol. 29, no. 6, pp. 641–668, 2020. https://doi.org/10.1080/0960085X.2020.1796531
- M. Berger and C. Jung, “Gamification in Nutrition Apps – Users’ Gamification Element Preferences: A Best-Worst-Scaling Approach,” in 54th Hawaii International Conference on System Sciences, University of Hawai’i at Manoa, 2021.
- J. M. Budiman and T. Wibowo, “Qualitative Analysis Study Of User Perception On E-Marketplace Gamification Effectiveness Among Indonesian: Case Study Of Batam City,” JUPITER: Jurnal Penelitian Ilmu dan Teknologi Komputer, vol. 15, no. 1d, pp. 638–647, May 2023. https://doi.org/10.5281./6310/15.jupiter.2023.04
- R. S. Contreras-Espinosa and A. Blanco-M, “A Literature Review of E-government Services with Gamification Elements,” International Journal of Public Administration, vol. 45, no. 13, pp. 964–980, 2022. https://doi.org/10.1080/01900692.2021.1930042
- R. Fithriani, “The Utilization of Mobile-assisted Gamification for Vocabulary Learning: Its Efficacy and Perceived Benefits,” Computer Assisted Language Learning Electronic Journal (CALL-EJ), vol. 22, no. 3, pp. 146–163, 2021.
- S. Atin, R. A. Syakuran, and I. Afrianto, “Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement,” International Journal of Advanced Computer Science and Applications, vol. 13, no. 7, pp. 542–556, 2022. https://dx.doi.org/10.14569/IJACSA.2022.0130765
- F. Marisa, S. Sakinah Syed Ahmad, Z. Izzah Mohd Yusoh, A. L. Maukar, R. David Marcus, and A. Aris Widodo, “Evaluation of Student Core Drives on e-Learning During the Covid-19 With Octalysis Gamification Framework,” (IJACSA) International Journal of Advanced Computer Science and Applications, vol. 11, no. 11, 2020.
- T. Wibowo, “Study Gamification in Education Practice: Elements of MMORPG in Classroom,” in ICTE: International Conference on ICT in Education, 2018.
- A. I. Zourmpakis, M. Kalogiannakis, and S. Papadakis, “Adaptive Gamification in Science Education: An Analysis of the Impact of implementation and Adapted game Elements on Students’ Motivation,” Computers, vol. 12, no. 7, Jul. 2023. https://doi.org/10.3390/computers12070143
- P. W. Atmaja and S. Sugiarto, “Balancing Entertainment, Cost, and Educational Strength: A Design Framework for Medium-Coupling Educational Games,” Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, pp. 27–40, Feb. 2021. https://doi.org/10.22219/kinetik.v6i1.1158
- R. Junior and F. Silva, “Redefining the MDA Framework—The Pursuit of a Game Design Ontology,” Information (Switzerland), vol. 12, no. 10, Oct. 2021. https://doi.org/10.3390/info12100395
- F. Marisa et al., “Customer Motivation Analysis On Retail Business With Octalysis Gamification Framework,” J Theor Appl Inf Technol, vol. 99, no. 13, 2021.
- C.-M. Chen, L. Ming-Chaun, and C.-P. Kuo, “A Game-based Learning System Based on Octalysis Gamification Framework to Promote Employees’ Japanese learning,” Comput Educ, vol. 205, p. 104899, 2023. https://doi.org/10.1016/j.compedu.2023.104899
- G. D. Pratama and G. P. Kusuma, “Implementation of Gamification Framework on Online Learning of Procedural Programming,” J Theor Appl Inf Technol, vol. 100, no. 22, 2022.
- N. P. H. Arce and A. M. C. Valdivia, “Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning,” International Journal of Emerging Technologies in Learning, vol. 15, no. 20, pp. 194–209, 2020. https://doi.org/10.3991/ijet.v15i20.16135
- M. I. Qureshi, N. Khan, S. M. Ahmad Hassan Gillani, and H. Raza, “A Systematic Review of Past Decade of Mobile Learning: What We Learned and Where to Go,” International Journal of Interactive Mobile Technologies, vol. 14, no. 6, pp. 67–81, 2020. https://doi.org/10.3991/ijim.v14i06.13479
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- A. T. Sondha, U. Sa’adah, F. F. Hardiansyah, and M. B. A. Rasyid, “Framework and Code Generator for Android Development with Clean Architecture Principles Implementation,” Jurnal Nasional Teknik Elektro dan Teknologi Informasi, vol. 9, no. 4, pp. 327–335, Dec. 2020. https://doi.org/10.22146/jnteti.v9i4.572
- J. Edumadze, G. Ditlhokwa, and J. Demuyakor, “Students’ Acceptance and Perceptions of Perceived Usefulness of Mobile Learning Devices in Higher Educational Institutions,” Online J Commun Media Technol, vol. 12, no. 2, Apr. 2022. https://doi.org/10.30935/ojcmt/11539
- M. T. A. Ghani, M. Hamzah, S. Ramli, W. A. A. W. Daud, T. R. M. Romli, and N. N. M. Mokhtar, “A Questionnaire-Based Approach on Technology Acceptance Model for Mobile Digital Game-Based Learning,” Journal of Global Business and Social Entrepreneurship (GBSE), vol. 5, no. 14, 2019.
- R. M. Ishtiaq Khan, N. R. M. Radzuan, S. U. H. Farooqi, M. Shahbaz, and M. S. Khan, “Learners’ Perceptions on WhatsApp Integration as a Learning Tool to Develop EFL Vocabulary for Speaking Skill,” International Journal of Language Education, vol. 5, no. 2, pp. 1–14, 2021. https://doi.org/10.26858/ijole.v5i2.15787
- V. Z. Vanduhe, M. Nat, and H. F. Hasan, “Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF),” IEEE Access, vol. 8, pp. 21473–21484, 2020. https://doi.org/10.1109/ACCESS.2020.2966179
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- W. M. Al-Rahmi, N. Yahaya, M. M. Alamri, I. Y. Alyoussef, A. M. Al-Rahmi, and Y. Bin Kamin, “Integrating Innovation Diffusion Theory With Technology Acceptance Model: Supporting Students’ Attitude Towards Using A Massive Open Online Courses (MOOCs) Systems,” Interactive Learning Environments, vol. 10, no. 1, pp. 1070–1078, 2020. https://doi.org/10.1080/10494820.2019.1629599
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- X. Li, X. Zhao, W. (Ato) Xu, and W. Pu, “Measuring Ease of Use of Mobile Applications in E-commerce Retailing from The Perspective of Consumer Online Shopping Behaviour Patterns,” Journal of Retailing and Consumer Services, vol. 55, Jul. 2020. https://doi.org/10.1016/j.jretconser.2020.102093
- M. Setiawan and C. Y. Setyawati, “The Influence of Perceived Ease of Use on the Intention to Use Mobile Payment: Attitude Toward Using as Mediator,” Journal of Accounting and Strategic Finance, vol. 3, no. 1, pp. 18–32, Jun. 2020. https://dx.doi.org/10.33005/jasf.v3i1.67
- D. L. Kasilingam, “Understanding the Attitude and Intention to Use Smartphone Chatbots for Shopping,” Technol Soc, vol. 62, Aug. 2020. https://doi.org/10.1016/j.techsoc.2020.101280
- M. Mailizar, A. Almanthari, and S. Maulina, “Examining teachers’ behavioral intention to use e-learning in teaching of mathematics: An extended tam model,” Contemp Educ Technol, vol. 13, no. 2, pp. 1–16, 2021. https://doi.org/10.30935/cedtech/9709
- R. Sakai and C. Bakke, “Student Ownership of Learning: A Student’s Experience,” in InSITE 2022: Informing Science+ IT Education Conferences, Informing Science Institute, 2022. https://doi.org/10.28945/4992
- L. Christopher and A. Waworuntu, “Java Programming Language Learning Application Based on Octalysis Gamification Framework,” IJNMT (International Journal of New Media Technology), vol. 8, no. 1, p. 65, 2021.
- M. A. Almaiah et al., “Employing the TAM Model to Investigate the Readiness of M-Learning System Usage Using SEM Technique,” Electronics (Switzerland), vol. 11, no. 8, Apr. 2022. https://doi.org/10.3390/electronics11081259
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- A. Panagiotarou, Y. C. Stamatiou, C. Pierrakeas, and A. Kameas, “Gamification Acceptance for Learners With Different E-skills,” International Journal of Learning, Teaching and Educational Research, vol. 19, no. 2, pp. 263–278, 2020. https://doi.org/10.26803/ijlter.19.2.16
References
R. N. Cahya, E. Suprapto, and R. Lusiana, “Development of Mobile Learning Media Based Android to Suport Students Understanding,” in Journal of Physics: Conference Series, Institute of Physics Publishing, Mar. 2020. https://doi.org/10.1088/1742-6596/1464/1/012010
B. Klimova, “Impact of mobile learning on students’ achievement results,” Educ Sci (Basel), vol. 9, no. 2, Jun. 2019. https://doi.org/10.3390/educsci9020090
D. Kusrini, V. L. Dewanty, and N. N. Hidayat, “The Development of Comics as a Media to Improve Japanese Writing Skill,” in International Conference on Language, Literature, Culture, and Education, 2020.
S. Quintos, “Difficulties in Learning Japanese as a Foreign Language: The Case of Filipino Learners,” Bicol University R&D Journal, vol. 24, no. 2, 2021. http://dx.doi.org/10.47789/burdj.mbtcbbgs.20212402.04
Y. Saito, “Problems and Issues in Learning Japanese Language Among Thai and Chinese University Students : A Mixed Method Micro Research,” Journal of Osaka University of Economics, vol. 73, no. 2, 2022.
N. T. Danh, “Sustanaible Methods of Improving Kanji Learning Skills for Japanese Language Learners at Basic Level at FPT University,” E3S Web of Conferences, vol. 295, 2021. https://doi.org/10.1051/e3sconf/202129505031
L. M. Rasiban, N. Sutjiati, and A. Dahidi, “Japanese Literacy Acquisition by Alphabetic-Based Background Indonesian Learners,” in Proceedings of the Second Conference on Language, Literature, Education, and Culture , 2019.
L. Kupchyk and A. Litvinchuk, “Constructing Personal Learning Environments Through ICT-mediated Foreign Language Instruction,” in Journal of Physics: Conference Series, IOP Publishing Ltd, Mar. 2021. https://doi.org/10.1088/1742-6596/1840/1/012045
T. Nishio, C. Fujikake, and M. Osawa, “Language Learning Motivation in Collaborative Online International Learning: An Activity Theory Analysis,” Journal of Virtual Exchange, vol. 3, pp. 27–47, Nov. 2020. https://doi.org/10.21827/jve.3.35780
J. Yamashita, “Development of a Motivational Regulatory Strategy Scale for Indonesian Learners of Japanese,” Front Psychol, vol. 14, Sep. 2023. https://doi.org/10.3389/fpsyg.2023.1245500
Japan Foundation, “Survey Report On Japanese-Language Education Abroad,” 2020.
F. Djafri and L. Wahidati Universitas Gadjah Mada, “Study in Japan and the Motivation of Japanese Language Learners in Higher Educational Institutions in Indonesia,” IZUMI: Japanese Language, Literature and Culture Journal, vol. 9, no. 2, 2020.
L. M. Rasiban, D. Sudana, and D. Sutedi, “Indonesian Students’ Perceptions of Mnemonic Strategies to Recognize Japanese Kanji Characters,” Indonesian Journal of Applied Linguistics, vol. 8, no. 3, pp. 697–702, 2019. https://doi.org/10.17509/ijal.v8i3.15256
A. A. Kocimaheni, D. Soepardjo, J. Prasetyo, N. S. Sasanti, and Parastuti, “Implementation of Kanji Learning Outcome Assessment During the Covid-19 Pandemic,” in International Joint Conference on Arts and Humanities (IJCAH), 2023, pp. 984–991. https://doi.org/10.2991/978-2-38476-008-4_104
S. M. Schöbel, A. Janson, and M. Söllner, “Capturing the Complexity of Gamification Elements: A Holistic Approach for Analysing Existing and Deriving Novel Gamification Designs,” European Journal of Information Systems, vol. 29, no. 6, pp. 641–668, 2020. https://doi.org/10.1080/0960085X.2020.1796531
M. Berger and C. Jung, “Gamification in Nutrition Apps – Users’ Gamification Element Preferences: A Best-Worst-Scaling Approach,” in 54th Hawaii International Conference on System Sciences, University of Hawai’i at Manoa, 2021.
J. M. Budiman and T. Wibowo, “Qualitative Analysis Study Of User Perception On E-Marketplace Gamification Effectiveness Among Indonesian: Case Study Of Batam City,” JUPITER: Jurnal Penelitian Ilmu dan Teknologi Komputer, vol. 15, no. 1d, pp. 638–647, May 2023. https://doi.org/10.5281./6310/15.jupiter.2023.04
R. S. Contreras-Espinosa and A. Blanco-M, “A Literature Review of E-government Services with Gamification Elements,” International Journal of Public Administration, vol. 45, no. 13, pp. 964–980, 2022. https://doi.org/10.1080/01900692.2021.1930042
R. Fithriani, “The Utilization of Mobile-assisted Gamification for Vocabulary Learning: Its Efficacy and Perceived Benefits,” Computer Assisted Language Learning Electronic Journal (CALL-EJ), vol. 22, no. 3, pp. 146–163, 2021.
S. Atin, R. A. Syakuran, and I. Afrianto, “Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement,” International Journal of Advanced Computer Science and Applications, vol. 13, no. 7, pp. 542–556, 2022. https://dx.doi.org/10.14569/IJACSA.2022.0130765
F. Marisa, S. Sakinah Syed Ahmad, Z. Izzah Mohd Yusoh, A. L. Maukar, R. David Marcus, and A. Aris Widodo, “Evaluation of Student Core Drives on e-Learning During the Covid-19 With Octalysis Gamification Framework,” (IJACSA) International Journal of Advanced Computer Science and Applications, vol. 11, no. 11, 2020.
T. Wibowo, “Study Gamification in Education Practice: Elements of MMORPG in Classroom,” in ICTE: International Conference on ICT in Education, 2018.
A. I. Zourmpakis, M. Kalogiannakis, and S. Papadakis, “Adaptive Gamification in Science Education: An Analysis of the Impact of implementation and Adapted game Elements on Students’ Motivation,” Computers, vol. 12, no. 7, Jul. 2023. https://doi.org/10.3390/computers12070143
P. W. Atmaja and S. Sugiarto, “Balancing Entertainment, Cost, and Educational Strength: A Design Framework for Medium-Coupling Educational Games,” Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, pp. 27–40, Feb. 2021. https://doi.org/10.22219/kinetik.v6i1.1158
R. Junior and F. Silva, “Redefining the MDA Framework—The Pursuit of a Game Design Ontology,” Information (Switzerland), vol. 12, no. 10, Oct. 2021. https://doi.org/10.3390/info12100395
F. Marisa et al., “Customer Motivation Analysis On Retail Business With Octalysis Gamification Framework,” J Theor Appl Inf Technol, vol. 99, no. 13, 2021.
C.-M. Chen, L. Ming-Chaun, and C.-P. Kuo, “A Game-based Learning System Based on Octalysis Gamification Framework to Promote Employees’ Japanese learning,” Comput Educ, vol. 205, p. 104899, 2023. https://doi.org/10.1016/j.compedu.2023.104899
G. D. Pratama and G. P. Kusuma, “Implementation of Gamification Framework on Online Learning of Procedural Programming,” J Theor Appl Inf Technol, vol. 100, no. 22, 2022.
N. P. H. Arce and A. M. C. Valdivia, “Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning,” International Journal of Emerging Technologies in Learning, vol. 15, no. 20, pp. 194–209, 2020. https://doi.org/10.3991/ijet.v15i20.16135
M. I. Qureshi, N. Khan, S. M. Ahmad Hassan Gillani, and H. Raza, “A Systematic Review of Past Decade of Mobile Learning: What We Learned and Where to Go,” International Journal of Interactive Mobile Technologies, vol. 14, no. 6, pp. 67–81, 2020. https://doi.org/10.3991/ijim.v14i06.13479
R. Robianto, “Analysis of Android Based Mobile Blocking Application Design Using MIT App Inventor,” JIT: Jurnal Ipteks Terapan, vol. 14, no. 1, 2020. https://doi.org/10.22216/jit.2020.v14i1.5082
A. T. Sondha, U. Sa’adah, F. F. Hardiansyah, and M. B. A. Rasyid, “Framework and Code Generator for Android Development with Clean Architecture Principles Implementation,” Jurnal Nasional Teknik Elektro dan Teknologi Informasi, vol. 9, no. 4, pp. 327–335, Dec. 2020. https://doi.org/10.22146/jnteti.v9i4.572
J. Edumadze, G. Ditlhokwa, and J. Demuyakor, “Students’ Acceptance and Perceptions of Perceived Usefulness of Mobile Learning Devices in Higher Educational Institutions,” Online J Commun Media Technol, vol. 12, no. 2, Apr. 2022. https://doi.org/10.30935/ojcmt/11539
M. T. A. Ghani, M. Hamzah, S. Ramli, W. A. A. W. Daud, T. R. M. Romli, and N. N. M. Mokhtar, “A Questionnaire-Based Approach on Technology Acceptance Model for Mobile Digital Game-Based Learning,” Journal of Global Business and Social Entrepreneurship (GBSE), vol. 5, no. 14, 2019.
R. M. Ishtiaq Khan, N. R. M. Radzuan, S. U. H. Farooqi, M. Shahbaz, and M. S. Khan, “Learners’ Perceptions on WhatsApp Integration as a Learning Tool to Develop EFL Vocabulary for Speaking Skill,” International Journal of Language Education, vol. 5, no. 2, pp. 1–14, 2021. https://doi.org/10.26858/ijole.v5i2.15787
V. Z. Vanduhe, M. Nat, and H. F. Hasan, “Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF),” IEEE Access, vol. 8, pp. 21473–21484, 2020. https://doi.org/10.1109/ACCESS.2020.2966179
M. Al-Emran, I. Arpaci, and S. A. Salloum, “An Empirical Examination of Continuous Intention to Use M-learning: An Integrated Model,” Educ Inf Technol (Dordr), vol. 25, Jul. 2020. https://doi.org/10.1007/s10639-019-10094-2
W. M. Al-Rahmi, N. Yahaya, M. M. Alamri, I. Y. Alyoussef, A. M. Al-Rahmi, and Y. Bin Kamin, “Integrating Innovation Diffusion Theory With Technology Acceptance Model: Supporting Students’ Attitude Towards Using A Massive Open Online Courses (MOOCs) Systems,” Interactive Learning Environments, vol. 10, no. 1, pp. 1070–1078, 2020. https://doi.org/10.1080/10494820.2019.1629599
M. Mailizar, D. Burg, and S. Maulina, “Examining University Students’ Behavioural Intention to Use E-learning During the COVID-19 Pandemic: An Extended TAM Model,” Education and Information Technologies, vol. 26, no. 6. Springer, pp. 7057–7077, Nov. 01, 2021. https://doi.org/10.1007/s10639-021-10557-5
X. Li, X. Zhao, W. (Ato) Xu, and W. Pu, “Measuring Ease of Use of Mobile Applications in E-commerce Retailing from The Perspective of Consumer Online Shopping Behaviour Patterns,” Journal of Retailing and Consumer Services, vol. 55, Jul. 2020. https://doi.org/10.1016/j.jretconser.2020.102093
M. Setiawan and C. Y. Setyawati, “The Influence of Perceived Ease of Use on the Intention to Use Mobile Payment: Attitude Toward Using as Mediator,” Journal of Accounting and Strategic Finance, vol. 3, no. 1, pp. 18–32, Jun. 2020. https://dx.doi.org/10.33005/jasf.v3i1.67
D. L. Kasilingam, “Understanding the Attitude and Intention to Use Smartphone Chatbots for Shopping,” Technol Soc, vol. 62, Aug. 2020. https://doi.org/10.1016/j.techsoc.2020.101280
M. Mailizar, A. Almanthari, and S. Maulina, “Examining teachers’ behavioral intention to use e-learning in teaching of mathematics: An extended tam model,” Contemp Educ Technol, vol. 13, no. 2, pp. 1–16, 2021. https://doi.org/10.30935/cedtech/9709
R. Sakai and C. Bakke, “Student Ownership of Learning: A Student’s Experience,” in InSITE 2022: Informing Science+ IT Education Conferences, Informing Science Institute, 2022. https://doi.org/10.28945/4992
L. Christopher and A. Waworuntu, “Java Programming Language Learning Application Based on Octalysis Gamification Framework,” IJNMT (International Journal of New Media Technology), vol. 8, no. 1, p. 65, 2021.
M. A. Almaiah et al., “Employing the TAM Model to Investigate the Readiness of M-Learning System Usage Using SEM Technique,” Electronics (Switzerland), vol. 11, no. 8, Apr. 2022. https://doi.org/10.3390/electronics11081259
A. Althunibat, M. A. Almaiah, and F. Altarawneh, “Examining the Factors Influencing the Mobile Learning Applications Usage in Higher Education During the COVID-19 Pandemic,” Electronics (Switzerland), vol. 10, no. 21, Nov. 2021. https://doi.org/10.3390/electronics10212676
A. Panagiotarou, Y. C. Stamatiou, C. Pierrakeas, and A. Kameas, “Gamification Acceptance for Learners With Different E-skills,” International Journal of Learning, Teaching and Educational Research, vol. 19, no. 2, pp. 263–278, 2020. https://doi.org/10.26803/ijlter.19.2.16