Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip
Learning via gamification has become one of the most popular methods used by current educators as it provides a fun environment for learning, which could also lead to increased learning performance. The intention of this study is to examine the factors affecting students’ acceptance of gamification...
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| Format: | Student Project |
| Language: | English |
| Published: |
Faculty of Business and Management
2020
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| Online Access: | https://ir.uitm.edu.my/id/eprint/28576/ |
| _version_ | 1848807076202020864 |
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| author | Abdul Latip, Siti Nur Nadhirah |
| author_facet | Abdul Latip, Siti Nur Nadhirah |
| author_sort | Abdul Latip, Siti Nur Nadhirah |
| building | UiTM Institutional Repository |
| collection | Online Access |
| description | Learning via gamification has become one of the most popular methods used by current educators as it provides a fun environment for learning, which could also lead to increased learning performance. The intention of this study is to examine the factors affecting students’ acceptance of gamification among students in the Faculty of Business and Management, Universiti Teknologi Mara Cawangan Melaka Kampus Alor Gajah. Three different independent variables which consisted of performance expectancy, social influence and perceived enjoyment which could influence student’s acceptance were analysed. Proportionate stratified random sampling was used and the sample size consisted of 248 samples from the total population of 700 semester 5diploma students in the Business and Management Faculty. The data obtained were analysed by using the Statistical Package from Social Science Version 23 (SPSSv23). Results revealed that all variables which were the performance expectancy, social influence and perceived enjoyment have a moderate positive relationship with students’acceptance of gamification. The findings also highlighted that the major influenced factor in students’ acceptance of gamification was performance expectancy. |
| first_indexed | 2025-11-14T22:37:04Z |
| format | Student Project |
| id | uitm-28576 |
| institution | Universiti Teknologi MARA |
| institution_category | Local University |
| language | English |
| last_indexed | 2025-11-14T22:37:04Z |
| publishDate | 2020 |
| publisher | Faculty of Business and Management |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | uitm-285762020-03-11T09:17:29Z https://ir.uitm.edu.my/id/eprint/28576/ Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip Abdul Latip, Siti Nur Nadhirah Social influence. Social pressure Melaka Learning via gamification has become one of the most popular methods used by current educators as it provides a fun environment for learning, which could also lead to increased learning performance. The intention of this study is to examine the factors affecting students’ acceptance of gamification among students in the Faculty of Business and Management, Universiti Teknologi Mara Cawangan Melaka Kampus Alor Gajah. Three different independent variables which consisted of performance expectancy, social influence and perceived enjoyment which could influence student’s acceptance were analysed. Proportionate stratified random sampling was used and the sample size consisted of 248 samples from the total population of 700 semester 5diploma students in the Business and Management Faculty. The data obtained were analysed by using the Statistical Package from Social Science Version 23 (SPSSv23). Results revealed that all variables which were the performance expectancy, social influence and perceived enjoyment have a moderate positive relationship with students’acceptance of gamification. The findings also highlighted that the major influenced factor in students’ acceptance of gamification was performance expectancy. Faculty of Business and Management 2020 Student Project NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/28576/1/PPb_SITI%20NUR%20NADHIRAH%20ABDUL%20LATIP%20BM%20M%2020_5.pdf Abdul Latip, Siti Nur Nadhirah (2020) Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip. (2020) [Student Project] <http://terminalib.uitm.edu.my/28576.pdf> (Unpublished) |
| spellingShingle | Social influence. Social pressure Melaka Abdul Latip, Siti Nur Nadhirah Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip |
| title | Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip |
| title_full | Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip |
| title_fullStr | Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip |
| title_full_unstemmed | Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip |
| title_short | Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip |
| title_sort | students’ acceptance of gamification in fbm, uitmcm kag / siti nur nadhirah abdul latip |
| topic | Social influence. Social pressure Melaka |
| url | https://ir.uitm.edu.my/id/eprint/28576/ |