SciELO - Scientific Electronic Library Online

vol.14 número3The Access Model for Music and the Effect of Modification, Trial, and Sharing Usage Rights on Streaming Adoption and PiracyHow to Make Loyal Fans in Virtual Communities: Evidence from the Facebook Fan Pages of Smartphones índice de autoresíndice de materiabúsqueda de artículos
Home Pagelista alfabética de revistas  

Servicios Personalizados




Links relacionados

  • En proceso de indezaciónCitado por Google
  • No hay articulos similaresSimilares en SciELO
  • En proceso de indezaciónSimilares en Google


Journal of theoretical and applied electronic commerce research

versión On-line ISSN 0718-1876


OLUWAJANA,, Dokun et al. The Adoption of Students’ Hedonic Motivation System Model to Gamified Learning Environment. J. theor. appl. electron. commer. res. [online]. 2019, vol.14, n.3, pp.156-167. ISSN 0718-1876.

The acceptance of gamified learning environment is rapidly becoming inevitable in educational learning environment. This gives a widespread popularity by deploying Gamification in to present day curriculum as part of a new educational technology tool. This study addresses perception and usage of gamified learning environment from hedonic motivation perspective through incorporating the Hedonic-Motivation System Adoption Model to Gamified Learning Environment. In this study, a model was developed and tested using a Structure Equation Modelling technique. The results show that perceived usefulness, perceived ease of use, enjoyment and control all have a significant positive relationship with behavioural intention of use and focused immersion which indicates that the acceptance of Gamified Learning Environment could serve as a new educational tool to expedite the improvement of pedagogical and instructional technology. Also, increases students’ motivation and engagement in learning. On the contrary, we also found a negative relationship exists between enjoyment and focused Immersion. Possible research on the effect of enjoyment on focused immersion in gamification could be another area of concentration. In this study, aside from the introduction, the literature explains the adoption of the gamified learning environment and the hedonic motivation model at the end, the analysis and interpretation of our methodology were discussed.

Palabras clave : Educational technology; Gamified learning environment; Gamification; Hedonic motivation; Motivation; Learning outcomes.

        · texto en Inglés     · Inglés ( pdf )