The acceptance of the online gamification learning platform by higher education students in hospitality and tourism Online publication date: Fri, 08-Apr-2022
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
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Innovation and Learning (IJIL):
Login with your Inderscience username and password:
Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.
If you still need assistance, please email email@example.com