To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments
Abstract
:1. Introduction
2. Related Literature
2.1. Gamification and Technology Acceptance
2.2. Personality
2.3. Research Gap and the Purpose of This Study
3. Research Model and Hypothesis
3.1. TAM
3.1.1. Perceived Ease of Use
3.1.2. Perceived Usefulness
3.1.3. Perceived Behavioral Attitudes toward Using a System
3.2. Personality
4. Method
4.1. Study Context
- 1.
- Points: Zichermann and Cunningham [69] recommended using different types of points based on students’ contributions to promote participation in the course. Therefore, each completed learning activity in the gamified course supported students with 50 experience points. They were also given 9 skill points for completing the teacher’s supplementary learning activities.
- 2.
- Levels: There were twenty levels in the course. According to Simões et al. [70], these levels should be sorted from easiest to hardest for reflecting the students’ newly acquired skills. Each week, students had the challenge of accumulating a set amount of points by completing a series of activities in order to advance to the next level. The intricacy of these weekly tasks was also taken into consideration when they were added (from the easiest to the hardest). For instance, in the first week, students were expected to graduate from level 1 to level 2. Each student had to score at least 120 points to do so. Virtual badges displaying the reached level number were used to present levels.
- 3.
- Badges: Enders and Kapp [71] recommended the use of badges only for meaningful achievements that demand some work to obtain. Therefore, in order to acquire a badge, students had to complete an assignment or quiz at the end of each level, which assessed their comprehension of all the content learned at that level. As indicated in Figure 2, several sorts of badges were used in the course depending on the completed activity. For instance, when students finished all the required assignments, they received a badge entitled “Problem solver”, which means that the student has solved all the problems related to the given assignments. In addition, the illustration of this badge, as shown in Figure 2, shows a picture of a lamp to refer to students’ ideas for solving the required assignments.
- 4.
- Avatar: Students had the freedom to upload personal avatars, which represented them within the gamified course, to make the course more enjoyable. Students were also given the freedom to create their own individualized avatars in order to increase their emotional attachment, which resulted in a higher degree of engagement [72]. The avatars chosen by the students were also shown on the leaderboard.
- 5.
- Leaderboard: Students’ ranks were shown on a leaderboard based on the points they had earned in the course. Its goal was to make students more competitive while learning. In addition, the leaderboard featured a real-time update system for students’ ranks (i.e., if a student earned more points, his or her place on the leaderboard was updated automatically in real time). As a result, students were able to see themselves on the board, which gave them the feeling that they had a chance to win [73]. The student with the highest position on the leaderboard at the end of the semester was announced as the course winner. Figure 3 presents the leaderboard of the OODM course, displaying students’ avatars, levels, progress in this level and collected points.
- 6.
- Feedback: Every week, students received amusing feedback from their teacher via Moodle, including photos and texts, to ensure their psychological well-being and inspire them to study more [74]. The teacher wrote the evaluation based on each student’s performance during the course (e.g., according to the accumulated points or badges).
- 7.
- Progress bar: Students should be able to clearly see their growth toward the course goal in order for a course to be meaningful to them [75]. As a result, a colored progress bar was created, to which weekly activities were added. In the progress bar, an unfinished activity was colored blue, while a completed activity was colored yellow, as seen in Figure 4. When feedback was received on an activity, it was colored green. This provided students with a sense of progression throughout the course.
- 8.
- Chat: Students could use immediate discussion to collaborate with their friends or to assist them if they had any questions. Furthermore, as recommended by Hou and Wu [76], in order to encourage students to complete the required goals in teams, they received several points once they had completed them.
4.2. Research Participants and Procedures
4.3. Measurement
4.3.1. Independent Variable: Big Five Inventory (BFI)
4.3.2. Dependent Variable: Technology Acceptance Model (TAM)
4.4. Validity and Reliability
5. Results
5.1. TAM
5.2. Personality
6. Discussion
7. Conclusions, Implications and Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Psychological Needs | Game Design Elements | Matching Psychological Needs to Game Design Elements |
---|---|---|
Competence | Points: a numerical presentation of students’ performance. | Element that shows students’ performance. |
Badges: a sort of virtual rewards. | Element that shows students’ performance. | |
Leaderboard: shows the ranking of each student against other students. | Element that shows students’ expertise. | |
Progress bar: shows students’ progress in a given course. | Element that shows students’ progression. | |
Feedback: teachers’ feedback. | Element that shows students’ performance | |
Levels: the level achieved by each student in a given course. | Element that shows students’ expertise. | |
Autonomy | Avatar: a visual representation of the student. | Students have the freedom to choose the photo/avatar that better represent them in the gamified course. |
Badges: a sort of virtual rewards. | Students can display or hide their awarded badges on their profiles. | |
Social relatedness | Chat: instantaneous discussion. | Students have the possibility to interact and work together to complete a given task. |
Characteristics | Sample | |
---|---|---|
Count | % | |
Gender | ||
Male | 16 | 28.57 |
Female | 40 | 71.42 |
Age Group | ||
18–25 | 56 | 100 |
26–29 | 0 | 0 |
30–35 | 0 | 0 |
Constructs | Items | Cronbach’s α | CR | AVE |
---|---|---|---|---|
Usefulness | 3 | 0.72 | 0.85 | 0.75 |
Ease of use | 3 | 0.79 | 0.81 | 0.80 |
Attitude toward using | 4 | 0.71 | 0.77 | 0.53 |
Intention to use | 4 | 0.76 | 0.81 | 0.79 |
Extraversion | 8 | 0.88 | 0.92 | 0.89 |
Agreeableness | 9 | 0.82 | 0.89 | 0.76 |
Conscientiousness | 9 | 0.84 | 0.87 | 0.79 |
Neuroticism | 8 | 0.78 | 0.88 | 0.75 |
Openness | 10 | 0.86 | 0.93 | 0.79 |
Constructs | Use | EU | ATT | INT | Extra | Agre | Cons | Neuro | Open |
---|---|---|---|---|---|---|---|---|---|
Use | 0.86 | ||||||||
EU | 0.08 | 0.79 | |||||||
ATT | 0.58 | 0.14 | 0.72 | ||||||
INT | 0.21 | −0.16 | 0.48 | 0.77 | |||||
Extra | −0.12 | 0.23 | −0.19 | −0.27 | 0.80 | ||||
Agre | 0.11 | 0.02 | −0.13 | 0.04 | 0.22 | 0.82 | |||
Consc | 0.10 | −0.09 | −0.06 | −0.21 | 0.24 | 0.54 | 0.80 | ||
Neuro | −0.28 | 0.11 | −0.05 | −0.14 | −0.07 | −0.44 | −0.46 | 0.81 | |
Open | −0.24 | −0.04 | −0.28 | −0.38 | 0.36 | 0.15 | 0.24 | −0.14 | 0.87 |
Hypothesis | Path Coefficients | p Value | Support |
---|---|---|---|
H1: Ease of use → Usefulness | 0.134 | p > 0.05 | No |
H2: Ease of use → Attitude toward using | 0.091 | p > 0.05 | No |
H3: Usefulness → Attitude toward using | 0.546 | p < 0.001 *** | Yes |
H4: Usefulness → Intention to use | 0.111 | p < 0.01 ** | Yes |
H5: Attitude toward using → Intention to use | 0.551 | p < 0.001 *** | Yes |
H6: Extraversion → Usefulness | −0.106 | p > 0.05 | No |
H7: Extraversion → Ease of use | 0.301 | p < 0.05 * | Yes |
H8: Agreeableness → Usefulness | −0.002 | p > 0.05 | No |
H9: Agreeableness → Ease of use | 0.088 | p > 0.05 | No |
H10: Conscientiousness → Usefulness | 0.057 | p > 0.05 | No |
H11: Conscientiousness → Ease of use | −0.144 | p > 0.05 | No |
H12: Neuroticism → Usefulness | −0.317 | p < 0.05 * | Yes |
H13: Neuroticism → Ease of use | 0.087 | p > 0.05 | No |
H14: Openness → Usefulness | −0.257 | p > 0.05 | No |
H15: Openness → Ease of use | −0.120 | p > 0.05 | No |
H16: Openness → Attitude toward using | 0.144 | p < 0.05 * | Yes |
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Denden, M.; Tlili, A.; Abed, M.; Bozkurt, A.; Huang, R.; Burgos, D. To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments. Electronics 2022, 11, 1907. https://doi.org/10.3390/electronics11121907
Denden M, Tlili A, Abed M, Bozkurt A, Huang R, Burgos D. To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments. Electronics. 2022; 11(12):1907. https://doi.org/10.3390/electronics11121907
Chicago/Turabian StyleDenden, Mouna, Ahmed Tlili, Mourad Abed, Aras Bozkurt, Ronghuai Huang, and Daniel Burgos. 2022. "To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments" Electronics 11, no. 12: 1907. https://doi.org/10.3390/electronics11121907
APA StyleDenden, M., Tlili, A., Abed, M., Bozkurt, A., Huang, R., & Burgos, D. (2022). To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments. Electronics, 11(12), 1907. https://doi.org/10.3390/electronics11121907