4.6 Article

To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments

Related references

Note: Only part of the references are listed.
Article Business

Gamification and gigification: A multidimensional theoretical approach

Abhishek Behl et al.

Summary: The main purpose of this paper is to explore the performance of white-collared gig workers using three theoretical perspectives and investigate the effects of intellectual capital, collective cognitive engagement, intrinsic motivation, and knowledge management on the performance of gig workers. Additionally, the study examines whether intrinsic motivation with game elements can enhance the performance of gig workers.

JOURNAL OF BUSINESS RESEARCH (2022)

Article Computer Science, Cybernetics

Effects of gender and personality differences on students' perception of game design elements in educational gamification

Mouna Denden et al.

Summary: This study examines the effect of gender and personality differences on students' perception of gamification in education. The results show that gender and personality can affect students' perception of specific game elements. For example, females are more likely to find feedback useful, while students low in extraversion are more likely to find a progress bar useful. The findings can help designers and educators personalize their gamified courses based on personality and gender.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2021)

Article Green & Sustainable Science & Technology

Do Playfulness and University Support Facilitate the Adoption of Online Education in a Crisis? COVID-19 as a Case Study Based on the Technology Acceptance Model

Shaofeng Wang et al.

Summary: The study found that students' attitudes towards participation, perceived ease of use, usefulness, playfulness, and university support all have significant impacts on students' participation intention in online education, providing useful insights for optimizing students' willingness to participate in online education. Operational suggestions were also proposed for improving the quality of online education and future education optimization.

SUSTAINABILITY (2021)

Article Education, Scientific Disciplines

The Impact of Gamification on Learning Outcomes of Computer Science Majors

Adnan Ahmad et al.

ACM TRANSACTIONS ON COMPUTING EDUCATION (2020)

Article Computer Science, Artificial Intelligence

Investigating the potential for using gamification to empower knowledge workers

Agnessa Spanellis et al.

EXPERT SYSTEMS WITH APPLICATIONS (2020)

Article Education & Educational Research

A virtual environment for learning computer coding using gamification and emotion recognition

Ramon Zatarain Cabada et al.

INTERACTIVE LEARNING ENVIRONMENTS (2020)

Article Computer Science, Interdisciplinary Applications

A study on academic staff personality and technology acceptance: The case of communication and collaboration applications

Catalin Ioan Maican et al.

COMPUTERS & EDUCATION (2019)

Article Business

The Adoption of Students' Hedonic Motivation System Model to Gamified Learning Environment

Dokun Oluwajana et al.

JOURNAL OF THEORETICAL AND APPLIED ELECTRONIC COMMERCE RESEARCH (2019)

Proceedings Paper Computer Science, Information Systems

Personality effects on students' intrinsic motivation in a gamified learning environment

Ahmed Tlili et al.

2019 IEEE 19TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT 2019) (2019)

Article Education & Educational Research

The effectiveness of gamification technique for higher education students engagement in polytechnic Muadzam Shah Pahang, Malaysia

Rafidah Ab Rahman et al.

INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION (2018)

Article Thermodynamics

Developing a mobile game to support students in learning color mixing in design education

Chia-Sui Wang et al.

ADVANCES IN MECHANICAL ENGINEERING (2017)

Article Psychology, Multidisciplinary

Towards understanding the effects of individual gamification elements on intrinsic motivation and performance

Elisa D. Mekler et al.

COMPUTERS IN HUMAN BEHAVIOR (2017)

Article Psychology, Multidisciplinary

Do badges increase user activity? A field experiment on the effects of gamification

Juho Hamari

COMPUTERS IN HUMAN BEHAVIOR (2017)

Article Psychology, Multidisciplinary

Gamifying an ICT course: Influences on engagement and academic performance

Unal Cakiroglu et al.

COMPUTERS IN HUMAN BEHAVIOR (2017)

Article Education & Educational Research

Teaching Technology Integration to K-12 Educators: A 'Gamified' Approach

Theodore J. Kopcha et al.

TECHTRENDS (2016)

Proceedings Paper Computer Science, Interdisciplinary Applications

Metric-Based Approach for Selecting the Game Genre to Model Personality

Ahmed Tlili et al.

STATE-OF-THE-ART AND FUTURE DIRECTIONS OF SMART LEARNING (2016)

Article Computer Science, Cybernetics

Empirical study on continuance intentions towards E-Learning 2.0 systems

Bing Wu et al.

BEHAVIOUR & INFORMATION TECHNOLOGY (2014)

Article Education & Educational Research

Explaining the intention to use technology among university students: a structural equation modeling approach

Timothy Teo et al.

JOURNAL OF COMPUTING IN HIGHER EDUCATION (2014)

Article Computer Science, Cybernetics

Personality and technology acceptance: the influence of personality factors on the core constructs of the Technology Acceptance Model

Gunnvald B. Svendsen et al.

BEHAVIOUR & INFORMATION TECHNOLOGY (2013)

Article Psychology, Multidisciplinary

A social gamification framework for a K-6 learning platform

Jorge Simoes et al.

COMPUTERS IN HUMAN BEHAVIOR (2013)

Article Psychology, Clinical

On Psychological Growth and Vulnerability: Basic Psychological Need Satisfaction and Need Frustration as a Unifying Principle

Maarten Vansteenkiste et al.

JOURNAL OF PSYCHOTHERAPY INTEGRATION (2013)

Article Psychology, Multidisciplinary

My avatar and me - Gender and personality predictors of avatar-self discrepancy

Robert Andrew Dunn et al.

COMPUTERS IN HUMAN BEHAVIOR (2012)

Article Psychology, Multidisciplinary

A Motivational Model of Video Game Engagement

Andrew K. Przybylski et al.

REVIEW OF GENERAL PSYCHOLOGY (2010)

Article Computer Science, Interdisciplinary Applications

Modelling technology acceptance in education: A study of pre-service teachers

Timothy Teo

COMPUTERS & EDUCATION (2009)

Article Information Science & Library Science

How does personality matter? Relating the five-factor model to technology acceptance and use

Sarv Devaraj et al.

INFORMATION SYSTEMS RESEARCH (2008)

Article Psychology, Social

Between facets and domains: 10 aspects of the big five

Colin G. DeYoung et al.

JOURNAL OF PERSONALITY AND SOCIAL PSYCHOLOGY (2007)

Article Computer Science, Information Systems

The effect of service employees' technology readiness on technology acceptance

Rita Walczuch et al.

INFORMATION & MANAGEMENT (2007)

Article Computer Science, Information Systems

User acceptance of information technology: Toward a unified view

V Venkatesh et al.

MIS QUARTERLY (2003)