An Empirical Investigation of the Gamification Applications based on New Derived Models
Huseyin Bicen, Senay Kocakoyun Aydogan
Journal of Information & Systems Management, Vol. 10, No. 3, 2020.
DOI: https://doi.org/10.6025/jism/2020/10/3/63-72
Link: http://www.dline.info/jism/fulltext/v10n3/jismv10n3_1.pdf
Abstract:
Gamification is used to motivate the targeted behaviors using game elements in non-game environments through the implementation of designs outlined in the theories of behavior. The main purpose of this study is to examine the use of gamification applications by parents based on the Technology Acceptance Model 2. The study results show that the use of gamification applications increases parenting performance, productivity, and effectiveness, that parents
will use gamification applications in the future and that they can easily explain the results of the use of gamification applications to others. It shows that parents are not obliged to use gamification in their occupations and that people who influence their behaviors do not think that they should use gamification applications. The study uses a quantitative approach and data analysis is performed using the SPSS program. The data are analyzed and interpreted by tabulating frequency, percentages, t-test and Anova tests. Future studies will provide training on how parents can use gamification applications for their childrenâ€™s education within the framework of the Technology Acceptance Model 2.