This study arises from an innovation in initial teacher education aimed at designing immersive gamified ecosystems (IGEs), instructional resources where gamification converges with the use of augmented reality and artificial intelligence. The objectives are: a) to analyse university students' opinions on the generated motivation, ease of elaboration, group work, educational value, and future intention of application; b) to identify the level of acceptance of the methodology; and c) to analyse the mediation effect between the different variables. The research is empirical, non-experimental, descriptive, and inferential. A questionnaire adapted from the TAM model was used. The results demonstrate that the level of acceptance of the methodology is very high and is related to high motivation, ease of elaboration, contributions of group work, the educational value assigned to IGE, and the intention to apply it. Finally, this methodology proves suitable for teacher training by confirming its formative potential and increasing the intention to implement IGEs in their classrooms.