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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Main Author: Abdul Latip, Siti Nur Nadhirah
Format: Student Project
Language:English
Published: Faculty of Business and Management 2020
Subjects:
Online Access:http://ir.uitm.edu.my/id/eprint/28576/1/PPb_SITI%20NUR%20NADHIRAH%20ABDUL%20LATIP%20BM%20M%2020_5.pdf
http://ir.uitm.edu.my/id/eprint/28576/
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spelling my.uitm.ir.285762020-03-11T09:17:29Z http://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 http://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. [Student Project] (Unpublished)
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Social influence. Social pressure
Melaka
spellingShingle Social influence. Social pressure
Melaka
Abdul Latip, Siti Nur Nadhirah
Students’ acceptance of gamification in FBM, UITMCM KAG / Siti Nur Nadhirah Abdul Latip
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.
format Student Project
author Abdul Latip, Siti Nur Nadhirah
author_facet Abdul Latip, Siti Nur Nadhirah
author_sort Abdul Latip, Siti Nur Nadhirah
title 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_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_sort students’ acceptance of gamification in fbm, uitmcm kag / siti nur nadhirah abdul latip
publisher Faculty of Business and Management
publishDate 2020
url http://ir.uitm.edu.my/id/eprint/28576/1/PPb_SITI%20NUR%20NADHIRAH%20ABDUL%20LATIP%20BM%20M%2020_5.pdf
http://ir.uitm.edu.my/id/eprint/28576/
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score 13.160551