Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir

The acceptance and use of the latest technology are an important due to various factors, especially when Covid-19 dynamics hit the world today. It is quite a difficulty for most people in Malaysia when this change occurs and have to go through it which is called "New Norms". They need to g...

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Main Authors: Muhamed, Sakirin, Ahmad Uzir, Nora’ayu
Format: Article
Language:English
Published: Faculty of Information Management 2022
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Online Access:https://ir.uitm.edu.my/id/eprint/65777/1/65777.pdf
https://ir.uitm.edu.my/id/eprint/65777/
https://ijikm.uitm.edu.my/
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Institution: Universiti Teknologi Mara
Language: English
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spelling my.uitm.ir.657772022-09-01T03:22:17Z https://ir.uitm.edu.my/id/eprint/65777/ Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir Muhamed, Sakirin Ahmad Uzir, Nora’ayu Higher Education Methods of study Technology. Information technology. Internet in higher education The acceptance and use of the latest technology are an important due to various factors, especially when Covid-19 dynamics hit the world today. It is quite a difficulty for most people in Malaysia when this change occurs and have to go through it which is called "New Norms". They need to get used to doing work or study online because they are not allowed to attend any classes or events. Indirectly, they have to master almost all activities through online means. Therefore, this study aims to understand the underlying factors that influence user satisfaction on the implications of 3D Gamification in eLearning. From the results of this study, we found that the results are as follows: (1) system quality, (2) service quality, (3) information quality, (4) perceived usability, (5) user satisfaction and (6) ease of use with the use of 3D gamification in e-Learning system. Data from 149 users have shown that satisfaction is influenced by the quality of service and the quality of information on the system. Surprisingly, service quality was found to be related to satisfaction. Lastly, the quality of information was found to influence user satisfaction rather than vice versa. Our findings support this implementation successfully make users easier to understand than the usual system used before. Faculty of Information Management 2022-04 Article PeerReviewed text en https://ir.uitm.edu.my/id/eprint/65777/1/65777.pdf Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir. (2022) Journal of Information and Knowledge Management (JIKM), 12 (1). pp. 88-99. ISSN 2231-8836; e-ISSN: 2289-5337 https://ijikm.uitm.edu.my/
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Higher Education
Methods of study
Technology. Information technology. Internet in higher education
spellingShingle Higher Education
Methods of study
Technology. Information technology. Internet in higher education
Muhamed, Sakirin
Ahmad Uzir, Nora’ayu
Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir
description The acceptance and use of the latest technology are an important due to various factors, especially when Covid-19 dynamics hit the world today. It is quite a difficulty for most people in Malaysia when this change occurs and have to go through it which is called "New Norms". They need to get used to doing work or study online because they are not allowed to attend any classes or events. Indirectly, they have to master almost all activities through online means. Therefore, this study aims to understand the underlying factors that influence user satisfaction on the implications of 3D Gamification in eLearning. From the results of this study, we found that the results are as follows: (1) system quality, (2) service quality, (3) information quality, (4) perceived usability, (5) user satisfaction and (6) ease of use with the use of 3D gamification in e-Learning system. Data from 149 users have shown that satisfaction is influenced by the quality of service and the quality of information on the system. Surprisingly, service quality was found to be related to satisfaction. Lastly, the quality of information was found to influence user satisfaction rather than vice versa. Our findings support this implementation successfully make users easier to understand than the usual system used before.
format Article
author Muhamed, Sakirin
Ahmad Uzir, Nora’ayu
author_facet Muhamed, Sakirin
Ahmad Uzir, Nora’ayu
author_sort Muhamed, Sakirin
title Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir
title_short Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir
title_full Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir
title_fullStr Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir
title_full_unstemmed Examining factors that influence the use of 3D gamification in e-learning in higher education/ Sakirin Muhamed and Nora’ayu Ahmad Uzir
title_sort examining factors that influence the use of 3d gamification in e-learning in higher education/ sakirin muhamed and nora’ayu ahmad uzir
publisher Faculty of Information Management
publishDate 2022
url https://ir.uitm.edu.my/id/eprint/65777/1/65777.pdf
https://ir.uitm.edu.my/id/eprint/65777/
https://ijikm.uitm.edu.my/
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