Students’ Acceptance of Gamification-Based e-Learning in Supporting Web Programming Instruction

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Fajar Pradana, Punaji Setyosari, Saida Ulfa, Tsukasa Hirashima, Aryo Pinandito, Retno Indah Rokhmawati, Nur Ida Iriani

2024 Ubiquitous Learning Vol. 17 Issue 2 Article Cited by 1 Quartile

Abstract

The COVID-19 pandemic and the development of the digital age have transformed how students learn. The use of technology such as the internet, social media, and mobile devices also influences university learning activities. Students choose self-paced learning that enables them to study at anytime and anywhere, especially for programming. Hyper Sheets Software (HSS) Learning is gamification-based media for programming learning. The purpose of this study was to analyze student acceptance of HSS Learning to improve their programming skills. In this study, the Technology Acceptance Model (TAM) was used to evaluate students’ acceptance of gamification-based e-learning. We employed three external variables, i.e., enjoyment, habit, and social influence. The subjects were 314 fourth and sixth semester students. The results showed that students’ attitudes toward the system were unaffected by criteria linked to ease of use. Besides, external factors including enjoyment, habits, and social influence have an impact on students’ acceptance of the HSS Learning to help improve their academic outcomes. © 2024 Common Ground Research Networks. All rights reserved.

Affiliations

Information System Department, Universitas Brawijaya, East Java, Malang, Indonesia; Educational Technology Department, Universitas Negeri Malang, East Java, Malang, Indonesia; Department of Information Engineering, Hiroshima University, Higashihiroshima, Japan; Management Program Study, Universitas Tribhuwana Tunggadewi, East Java, Malang, Indonesia