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A PILOT STUDY ON THE FACTORS AFFECTING SCHOOL TEACHERS' INTENTION TO USE GAMIFIED ONLINE LEARNING ACTIVITIES IN SAUDI ARABIA
1 University Sains Malaysia (MALAYSIA)
2 Olya Research & Training (MALAYSIA)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 5317-5323
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.1155
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
The first movement towards integrating Information and Communication Technology (ICT) services into the secondary schools in the Kingdom was in 2007. This is notable in the use of Tatweer (to develop), which was established by the King Abdullah bin Abdul-Aziz Project at secondary school level. This program was introduced as an attempt to reform secondary education in Saudi Arabia via the Tatweer Smart School, Tatweer Education, and Tatweer Transportation programs. The main objective of this research is Examine the effects of performance expectancy, effort expectancy, social influence, hedonic motivation, facilitating conditions, and habit on school teachers’ behavioral intention to use gamification. Several factors were hypothesized in models for adopting the technology and in hypotheses about the adoption of gamification in Saudi schools as a tool to enhance the performance of the students and lift up the outcome of the education system in Saudi Arabia. This study will rely on unified theory of acceptance and use of technology (UTAUT) combined with task-technology fit (TTF) theory to form a framework that ties the most important factors as well as COVID 19 as a significant factors. Questionnaires were distributed and the statistics were calculated implementing PLS SEM using Warp PLS.
Keywords:
Gamification Adoption, UTAUT theory, TTF theory, COVID 19.