Title: Students' acceptance of gamified learning in a developing country before and after the pandemic

Authors: Bobby Ardiansyahmiraja; Satria Fadil Persada; Reny Nadlifatin; Junaid Kajee; Irene Dyah Ayuwati

Addresses: Faculty of Business and Economics, University of Surabaya, Surabaya, Indonesia; Center of Excellence for Financial Literacy and Intergenerational Well-Being, University of Surabaya, Indonesia ' Entrepreneurship Department, BINUS Business School Undergraduate Program, Bina Nusantara University, Jakarta 11480, Indonesia ' Department of Information Systems, Institut Teknologi Sepuluh Nopember, Kampus ITS Sukolilo, Surabaya, 60111, Indonesia ' University for Continuing Education Krems, Dr.-Karl-Dorrek-Straße 30, 3500 Krems an der Donau, Austria ' University of Surabaya, Jl. Raya Kalirungkut, Kali Rungkut, Kec. Rungkut, Surabaya, Jawa Timur 60293, Indonesia

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.

Keywords: gamification; gamified learning; COVID-19; developing countries.

DOI: 10.1504/IJIL.2025.148423

International Journal of Innovation and Learning, 2025 Vol.38 No.3, pp.354 - 373

Received: 29 Jul 2024
Accepted: 10 Oct 2024

Published online: 04 Sep 2025 *

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