The Evaluation of UTAUT Model for Gamed-LMS, A Prototype of Gamified Learning Management System
Authors
Faculty of Education, Social Science and Humanities, University Poly-Tech Malaysia, Kuala Lumpur, Cheras (Malaysia)
Faculty of Education, Universiti Teknologi MARA, Puncak Alam (Malaysia)
Faculty of Education, Universiti Teknologi MARA, Puncak Alam (Malaysia)
Hafizz Al-Amirrul Bin Mohd Zanial
Faculty of Computing and Multimedia, University Poly-Tech Malaysia, Kuala Lumpur, Cheras (Malaysia)
Faculty of Computing and Multimedia, University Poly-Tech Malaysia, Kuala Lumpur, Cheras (Malaysia)
Faculty of Education, Social Science and Humanities, University Poly-Tech Malaysia, Kuala Lumpur, Cheras (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2026.10100575
Subject Category: Education
Volume/Issue: 10/1 | Page No: 7977-7994
Publication Timeline
Submitted: 2026-01-31
Accepted: 2026-02-05
Published: 2026-02-18
Abstract
This study evaluates the acceptance of a gamified Learning Management System (GamedLMS) prototype using the Unified Theory of Acceptance and Use of Technology (UTAUT) model. The prototype integrates gamification elements such as points, badges, leaderboards, and events into a modular LMS designed with C#.NET, aiming to enhance student engagement, motivation, and learning outcomes. A mixed-method approach was employed, involving surveys with 120 students and focus group discussions with four lecturers at University Poly-Tech Malaysia. Findings indicate that both practitioners and students expressed positive agreement toward the system’s design, usability, and gamification features, with high satisfaction reported in areas of motivation, performance measurement, and collaborative learning. Reliability analysis confirmed the robustness of the evaluation instruments. The results highlight the potential of gamified LMS platforms to improve user retention, foster intrinsic and extrinsic motivation, and support language learning, while also validating the applicability of the UTAUT model in assessing technology acceptance in educational contexts. This research contributes to bridging theoretical and practical gaps in gamification studies and offers insights for future development of gamified educational technologies.
Keywords
Gamification, Learning Management System, Online Learning, Prototype, UTAUT Model
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References
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