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Developing of the Gamification Acceptance Model in Education with Emphasis on Self-Efficacy and Openness to Experience Variables
Abbas Ahmadi , Ali Yazdkhasty * , Zahra Sadeqi-Arani
Department of Educational Sciences, Faculty of Humanities and Law, University of Kashan, Kashan, Iran
Abstract:   (14 Views)
The present study aimed to develop a model of gamification acceptance in education, with an emphasis on the self-efficacy and openness-to-experience variables among teachers in the city of Delijan. This research employed a descriptive-correlational method with a quantitative approach. The statistical population consisted of 550 teachers in Delijan city. Due to the presence of heterogeneous groups within the population, a stratified random sampling method was employed, and 311 teachers were selected as the sample. Data were collected using standardized instruments, including Technology Acceptance Model (TAM) questionnaire, the General Self-Efficacy Scale, and Openness to Experience Questionnaire. Data analysis was conducted using SPSS and SmartPLS software. Pearson correlation tests and structural equation modeling (PLS) were applied to analyze the relationships among the variables. The Cronbach’s alpha coefficients were calculated as 0.804 for perceived usefulness of gamification in education, 0.810 for perceived ease of use, 0.871 for attitude toward the use of gamification, 0.794 for self-efficacy, 0.795 for openness to experience, and 0.952 for behavioral intention to use gamification. These values indicate a very high level of reliability for the research variables. The results indicated that the proposed model explained more than 90% of the variance in behavioral intention to use gamification in education. Furthermore, self-efficacy and openness to experience significantly moderated the relationship between attitude toward using gamification and behavioral intention to adopt it. This study confirms that teachers with higher self-efficacy are more inclined to use gamification, as they believe in their ability to utilize such tools effectively. On the other hand, teachers with higher openness to experience are more willing to embrace innovative methods such as gamification in their teaching practices.
 
Keywords: Education, Gamification, Acceptance, Self-efficacy, Openness to experience.
     
Type of Study: Research | Subject: managing education in education
Received: 2025/07/2 | Accepted: 2025/09/16
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Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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نشریه مدیریت بر آموزش سازمان ها Journal of Managing Education in Organizations

 
 
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