The acceptance of the online gamification learning platform by higher education students in hospitality and tourism
by Kenneth Shiu Pong Ng; Ivan Ka Wai Lai; Kwan Keung Ng
International Journal of Innovation and Learning (IJIL), Vol. 31, No. 3, 2022

Abstract: Online gamification learning platform (OGLP) is very helpful for higher education. Based on the unified theory of acceptance and use of technology (UTAUT) model, this study aims to identify factors that affect the choice of OGLP as a learning tool for students in hospitality and tourism. According to the gaming features of the OGLP, perceived playfulness was added as a technology acceptance factor. Furthermore, three variables (knowledge improvement, engagement, and immersion) were added as the antecedent factors of those technology acceptance factors. The results of survey data collected from 270 university students in Macau indicated that three antecedent factors have different levels of influence on performance expectancy, effort expectancy, and perceived playfulness. All technology acceptance factors (performance expectancy, social influence, facilitating conditions, perceived playfulness) except effort expectancy have a significant effect on behavioural intention toward the OGLP. This study provided recommendations for OGLP developers to optimise the design of OGLP.

Online publication date: Fri, 08-Apr-2022

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