Manuscript received March 14, 2023; revised April 6, 2023; accepted May 5, 2023.
Abstract—This study aims to investigate the factors affecting
students’ willingness to use gamification. To achieve this
objective, a quantitative research method was used, and data
were collected employing the survey technique. The sample of
the study consisted of 105 university students in Jordan. The
survey was structured to take into consideration the inclusion of
students from different colleges and majors. The results
indicated that perceived usefulness, normative beliefs and
task-technology fit are the factors that have the most significant
effect on students’ willingness to use gamification as a learning
technique. Hopefully, the results of this study will help in
formulating policies and in introducing a new technique to be
used by both instructors and students, especially in the
classroom setting. The study will also help determine the
effectiveness of the technology apps used by university staff in
Jordan.
Index Terms—Gamification, university, students, willingness,
Jordan
Yousef Alrashed, Abeer Rasheed, Najla Eltanahi, Samah Ramzy, Walaa
Saleh, Rania Abduljawad, and Hoda Wahab are with the Self-Development
Department, Imam Abdulrahman bin Faisal University, Saudi Arabia.
Mohamed Gohari is with the Computer Ssience Department, Imam
Abdulrahman bin Faisal University, Saudi Arabia.
*Correspondence: yoalrashed@iau.edu.sa (Y.A.)
Cite: Yousef Alrashed*, Abeer Rasheed, Mohamed Gohari, Najla Eltanahi, Samah Ramzy, Walaa Saleh, Rania Abduljawad, and Hoda Wahab, "Factors Affecting Students‘ Willingness to Use Gamification in University Settings," International Journal of Information and Education Technology vol. 13, no. 8, pp. 1222-1229, 2023.
Copyright © 2023 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).