Implications for Educator Training
These initiatives allow educators to transcend surface-level application and engage in transformative teaching
practices. Such training should cover the integration of game mechanics into multiple disciplines, tackling
implementation challenges, and developing a reflective framework on the efficacy of gamified teaching (Palha
& Matić, 2023; Lan et al., 2024). Furthermore, training should acknowledge the varied educator experiences,
as both more and less seasoned educators, in different contexts, may tackle distinct challenges and demonstrate
different levels of game integration proficiency in digital game-based learning (Palha & Matić, 2023).
CONCLUSION
This study aimed to provide a comprehensive framework for understanding educators' readiness to adopt
gamification strategies in the Malaysian context. Using Korthagen's (2004) onion model, we identified six
factors that influence gamification use: environment, behaviour, competencies, beliefs, identity, and mission.
Future studies in educational effectiveness may consider incorporating the Technology Acceptance Model and
the Unified Theory of Technology Acceptance and Use to broaden research into the adoption of gamification
and teacher readiness (Ateş & Kölemen, 2024). This will improve our understanding of teachers' readiness to
integrate gamified learning, as well as their decision to relate concepts like perceived usefulness, perceived
ease of use, social influence, and facilitating conditions.
ACKNOWLEDGEMENTS
The authors gratefully acknowledge all the team members for the contribution. The authors are also grateful
for the support and resources made available by UiTM Melaka Branch, Malaysia. This research did not receive
any specific grants from funding agencies in the public, commercial, or not-for-profit sectors.
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