The Role of Perceived Ease of Use and Usefulness in Students' Adoption of Gamification Technologies: Evidence from Malaysia
Authors
Faculty of Accountancy, University Teknologi MARA, Selangor Branch, Puncak Alam Campus, 42300 Puncak Alam, Selangor (Malaysia)
Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak (Malaysia)
Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak (Malaysia)
Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak (Malaysia)
Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak (Malaysia)
Article Information
DOI: 10.47772/IJRISS.2026.1013COM0018
Subject Category: Accounting
Volume/Issue: 10/13 | Page No: 254-261
Publication Timeline
Submitted: 2026-04-28
Accepted: 2026-05-05
Published: 2026-05-23
Abstract
This study applies to the Technology Acceptance Model (TAM) to explore the factors shaping students' intentions to adopt gamification tools in educational settings. Specifically, it investigates how perceived ease of use and perceived usefulness influence the adoption intentions of 137 undergraduate accounting students from a public university in Malaysia. Using SmartPLS for analysis, the results reveal that perceived usefulness strongly impacts students' behavioral intention, while perceived ease of use does not show a significant effect. The research validates the TAM within the Malaysian context and offers valuable insights for both academic research and practical applications in the adoption of technology in higher education.
Keywords
Perceived usefulness, perceived ease of use
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References
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