International Journal of Academic Research in Business and Social Sciences

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Students’ Acceptance of Gamification: A Case Study In FBM, UiTM Kampus Alor Gajah

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Nowadays, it fosters a lighthearted atmosphere conducive to learning and can improve students' academic performance. As a result, learning through gamification has become one of lecturers' most popular strategies and approaches in today's classrooms. This study examines the determinants that affect students' acceptance of gamification among FBM students in UiTM, Kampus Alor Gajah. A sample of 248 diploma students was selected using proportionate stratified random sampling. Data were analysed using Statistical Package for Social Science (SPSS). The results showed a moderate positive relationship between all three independent variables (performance expectancy, social influence and perceived enjoyment) and students' acceptance of gamification, with performance expectancy having the most decisive influence.
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