2020
DOI: 10.1109/access.2020.2966179
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Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF)

Abstract: Despite the public enthusiasm for gamification training for employees, gamification is not yet been fully incorporated for instructor training in universities. Previous studies have examine factors that improves employee participation, motivation and engagement that leads to the employee intentions to use gamification for training. Therefore, in this study, task technology fit (TTF), social motivations (SM) and knowledge gain from using gamifiction were investigated. The TAM is enhanced with other factors; suc… Show more

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Cited by 180 publications
(143 citation statements)
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References 43 publications
(98 reference statements)
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“…The inclusion of Perceived Usefulness in the DeLone and McLean IS success model gives due recognition to this perception as an important variable in assessing the effectiveness of an IS (Seddon, 1997). Perceived Usefulness is not only a pre-adoption belief that signals an intention to use a technology, but a post-adoption belief as well, which influences continued usage (Saeed and Abdinnour-Helm, 2008;Vanduhe et al, 2020). The influence of Perceived Usefulness on Usage has been confirmed in an e-learning context (Chen, 2010).…”
Section: Perceived Usefulnessmentioning
confidence: 92%
See 1 more Smart Citation
“…The inclusion of Perceived Usefulness in the DeLone and McLean IS success model gives due recognition to this perception as an important variable in assessing the effectiveness of an IS (Seddon, 1997). Perceived Usefulness is not only a pre-adoption belief that signals an intention to use a technology, but a post-adoption belief as well, which influences continued usage (Saeed and Abdinnour-Helm, 2008;Vanduhe et al, 2020). The influence of Perceived Usefulness on Usage has been confirmed in an e-learning context (Chen, 2010).…”
Section: Perceived Usefulnessmentioning
confidence: 92%
“…The use of the Task-Technology Fit model is evident in a number of e-learning studies. Examples are studies on learning management systems (McGill, Klobas and Renzi, 2011), question-answering technology (Robles-Flores and Roussinov, 2012) blended e-learning systems (Ma, Chao and Cheng, 2013), serious games (Khojah, 2019), and gamification (Vanduhe et al, 2020). Task Technology Fit will become Game-Task Fit in this study.…”
Section: Theoretical Backgroundmentioning
confidence: 94%
“…Observing technology adoption process through the lens of IoT-wheelchair technology, the characteristics of both the users of wheelchair and IoT-wheelchairs must be studied in relation to each other. This leads us to take up the Task-Technology Fit (TTF) model [31] as the basis for modelling the characteristics of both the users and the technology employed, which in our case are wheelchair users and IoT-wheelchairs respectively. TTF model identifies the characteristics of users and the technology, as the two important elements which ultimately lead to technology utilization.…”
Section: E Perception Of Early Adopters' Motivationsmentioning
confidence: 99%
“…In this context, pinpointing motivation to learn as an important factor that supports individual propensity to adopt a particular technology seems essential [24]; companies are expected to provide future users with the benefits of technologies being introduced in order to inspire such motivation. Vanduhe et al, upon building a model that goes beyond TAM thanks to incorporating social motivation and task technology fit, hint at considering gamification as a method to stimulate motivation within professional training [25].…”
Section: Related Researchmentioning
confidence: 99%