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<record>
  <title>Information Use Pattern of Students of the Kenyatta University with a Focus on Gender and Cognitive Factors</title>
  <journal>Journal of Information &amp; Systems Management</journal>
  <author>Daniel Wambiri Muthee, Johnson M. Masinde</author>
  <volume>10</volume>
  <issue>3</issue>
  <year>2020</year>
  <doi>https://doi.org/10.6025/jism/2020/10/3/82-96</doi>
  <url>http://www.dline.info/jism/fulltext/v10n3/jismv10n3_3.pdf</url>
  <abstract>Use of proper design enhances the utilization of gamification with game parts in a non-game environment. Parents use the gamification applications with the help of the Technology Acceptance Model. We have initiated a study and found that the use of gamification applications increases parenting performance, productivity, and effectiveness. Further results revealed that the parents are not intended to use gamification in their occupations and that people who
influence their behaviors do not think that they should use gamification applications. For this work, a quantitative approach and data analysis is performed using the SPSS program. The experimental results are analyzed and interpreted by tabulating frequency, percentages, t-test and Anova tests. It is possible to extend this study which can able to provide training on how parents can use gamification applications for their childrenâ€™s education within the framework of
the Technology Acceptance Model. </abstract>
</record>
