A framework for adopting gamified learning systems in smart schools during COVID-19

dc.contributor.authorAlsamawi, Farazdaq Nahedh
dc.contributor.authorKurnaz, Sefer
dc.date.accessioned2025-02-06T17:58:24Z
dc.date.available2025-02-06T17:58:24Z
dc.date.issued2021
dc.departmentAltınbaş Üniversitesien_US
dc.description.abstractThe outbreak of COVID 19 has increased the anxiety and stress among teachers and students. This has increased the need for gamified learning systems (GLS) to make the educational process more attractive and increase the engagement as well as the participation of all stakeholders. The use of GLS in teaching and learning has not been deployed effectively in the educational systems in developing countries. The purpose of this study was to examine the predictors of using GLS in Iraqi smart schools. Building on the literature, a framework of GLS is proposed. Data used in this study were collected from 394 teachers and managerial staff in Iraqi smart schools and analysed using Partial Least Square. The findings showed that individuals and organizations are important predictors of using GLS, and their effects on BI are mediated by satisfaction. Readiness and performance expectancy are critical for adopting and using GLS by smart schools. In addition, the findings showed that gamification and self-efficacy are moderating variables. Important implications of the predictability of GLS using a combination of theories as well as the practical suggestions for decision makers to enhance the adoption of GLS among smart schools in Iraq are discussed. In the time of COVID-19, decision makers have suggested increasing gamification features of teaching and learning to reduce anxiety and achieve a better learning process.en_US
dc.identifier.doi10.1007/s13204-021-01909-1
dc.identifier.issn2190-5509
dc.identifier.issn2190-5517
dc.identifier.pmid34155468
dc.identifier.scopus2-s2.0-85108164717
dc.identifier.scopusqualityQ1en_US
dc.identifier.urihttps://doi.org/10.1007/s13204-021-01909-1
dc.identifier.urihttps://hdl.handle.net/20.500.12939/5230
dc.identifier.wosWOS:000662174300002
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.indekslendigikaynakPubMed
dc.language.isoenen_US
dc.publisherSpringer Heidelbergen_US
dc.relation.ispartofApplied Nanoscienceen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.snmzKA_WOS_20250206
dc.subjectGamificationen_US
dc.subjectGamified learning systemen_US
dc.subjectGamesen_US
dc.subjectImproving classroom teachingen_US
dc.subjectMedia in educationen_US
dc.titleA framework for adopting gamified learning systems in smart schools during COVID-19en_US
dc.typeArticleen_US

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