Learning through gamification has been one of the most popular techniques and methods used by today's educators because it creates a fun environment of learning that may boost student performance in their studies. This study aims to investigate gamification acceptance among students in Malaysian higher education institutions, and the moderating effect of gender. The COVID-19 outbreak has made online learning essential in all educational sector in the world; hence, the motivation for this study. The study involved a representative sample of 406 survey responses from students currently enrolled in a diploma programme at Malaysian universities. The data were analysed with Structural Equation Modelling (SEM). According to the results, only one factor substantially influenced students' acceptance of gamification: performance expectancy. Gender had a moderating effect on performance expectancy regarding the acceptance of gamification. The findings may be a guideline for future studies in response to changes in the existing learning approach.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.