Exploring University Students' Attitudes toward Gamified Learning Management Systems: An Extended Technology Acceptance Model Approach

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Title: Exploring University Students' Attitudes toward Gamified Learning Management Systems: An Extended Technology Acceptance Model Approach
Language: English
Authors: Muhammad Younas (ORCID 0000-0002-6397-326X), Uzma Noor, Rashid Menhas, Yicun Jiang, Dina Abdel Salam El-Dakhs
Source: European Journal of Education. 2026 61(1).
Availability: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us
Peer Reviewed: Y
Page Count: 14
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Student Attitudes, Gamification, Learning Management Systems, Universities, Undergraduate Students
DOI: 10.1111/ejed.70531
ISSN: 0141-8211
1465-3435
Abstract: Gamification, developing several applications with game features, has now become a growing educational phenomenon, with several organisations embracing gaming strategies and game-style incentives to improve student engagement in their learning processes. The present study explores the adoption of Gamified Learning Management Systems (LMS) at the university level, aiming to examine university students' attitudes toward its usage through the lens of an extended Technology Acceptance Model (TAM). This study employs an extended TAM framework to assess the impact of various factors such as learning engagement, acceptance and use, perceived enjoyment, and ease of usage on learners' attitudes toward Gamified LMS. A five-point Likert Scale questionnaire was used to collect data from undergraduate students and was analysed using regression testing techniques. Structural equation modelling techniques were used to assess the measurement model. The findings provide empirical evidence that these perceived factors significantly impact and positively influence learners' attitudes toward using and adopting a Gamified LMS. The findings of this study contribute to a deeper understanding of how gamification strategies enhance learners' educational engagement and learning experiences.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1497926
Database: ERIC
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  Data: Exploring University Students' Attitudes toward Gamified Learning Management Systems: An Extended Technology Acceptance Model Approach
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  Data: <searchLink fieldCode="AR" term="%22Muhammad+Younas%22">Muhammad Younas</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-6397-326X">0000-0002-6397-326X</externalLink>)<br /><searchLink fieldCode="AR" term="%22Uzma+Noor%22">Uzma Noor</searchLink><br /><searchLink fieldCode="AR" term="%22Rashid+Menhas%22">Rashid Menhas</searchLink><br /><searchLink fieldCode="AR" term="%22Yicun+Jiang%22">Yicun Jiang</searchLink><br /><searchLink fieldCode="AR" term="%22Dina+Abdel+Salam+El-Dakhs%22">Dina Abdel Salam El-Dakhs</searchLink>
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  Data: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us
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  Data: <searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Management+Systems%22">Learning Management Systems</searchLink><br /><searchLink fieldCode="DE" term="%22Universities%22">Universities</searchLink><br /><searchLink fieldCode="DE" term="%22Undergraduate+Students%22">Undergraduate Students</searchLink>
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  Data: 10.1111/ejed.70531
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  Data: Gamification, developing several applications with game features, has now become a growing educational phenomenon, with several organisations embracing gaming strategies and game-style incentives to improve student engagement in their learning processes. The present study explores the adoption of Gamified Learning Management Systems (LMS) at the university level, aiming to examine university students' attitudes toward its usage through the lens of an extended Technology Acceptance Model (TAM). This study employs an extended TAM framework to assess the impact of various factors such as learning engagement, acceptance and use, perceived enjoyment, and ease of usage on learners' attitudes toward Gamified LMS. A five-point Likert Scale questionnaire was used to collect data from undergraduate students and was analysed using regression testing techniques. Structural equation modelling techniques were used to assess the measurement model. The findings provide empirical evidence that these perceived factors significantly impact and positively influence learners' attitudes toward using and adopting a Gamified LMS. The findings of this study contribute to a deeper understanding of how gamification strategies enhance learners' educational engagement and learning experiences.
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        PageCount: 14
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      – SubjectFull: Student Attitudes
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      – SubjectFull: Gamification
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      – SubjectFull: Learning Management Systems
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      – SubjectFull: Universities
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      – SubjectFull: Undergraduate Students
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