Abstract

This study explores the integration of the extended Unified Theory of Acceptance and Use of Technology (UTAUT2) in the gamification of basic electronics utilizing CRUMB Circuit Simulator on students’ behavioral intention. It aims to examine the behavioral intention of the students in utilizing e-learning tools and gamification approaches. This research utilizes a mixed-method quantitative design, incorporating surveys and pilot testing of the software, incorporating surveys and pilot-testing of the software. It focuses on seven exogenous or independent variables: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, and habit, with behavioral intention as the endogenous or dependent variable. The study utilized SmartPLS (PLS-SEM) version 4.0 by Ringle et al., 2022.

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