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International Journal of Advanced Computer Science and Applications(IJACSA), Volume 8 Issue 10, 2017.
Abstract: The use of gamification in higher education has increased considerably over the past decades. An empirical study was conducted in Hungary with two groups of students to investigate their behaviour while interacting with Kahoot! The results were analyzed based on the technology acceptance model. They indicate that the positive attitude, good experience and ease of availability contributed to improve student performance which strengthened the intention to use the application. Besides these, the perceived utility was positively influenced by the ease of use as consequence.
István Varannai, Peter Sasvari and Anna Urbanovics, “The Use of Gamification in Higher Education: An Empirical Study” International Journal of Advanced Computer Science and Applications(IJACSA), 8(10), 2017. http://dx.doi.org/10.14569/IJACSA.2017.081001
@article{Varannai2017,
title = {The Use of Gamification in Higher Education: An Empirical Study},
journal = {International Journal of Advanced Computer Science and Applications},
doi = {10.14569/IJACSA.2017.081001},
url = {http://dx.doi.org/10.14569/IJACSA.2017.081001},
year = {2017},
publisher = {The Science and Information Organization},
volume = {8},
number = {10},
author = {István Varannai and Peter Sasvari and Anna Urbanovics}
}
Copyright Statement: This is an open access article licensed under a Creative Commons Attribution 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium, even commercially as long as the original work is properly cited.