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UNIRAZAK Library Pustaka
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| Abstract : Unirazak Library |
| ABSTRACT
The study examines the factors influencing lecturers' acceptance of gamification as a method of continuous
professional development (CPD). Gamification uses game components, like points and badges, inside a non-
gaming setting to enhance engagement, motivation, and learning. The four independent variables studied in this
study are performance expectancy, social influence, personal attitude, and self-efficacy. This study used a
quantitative approach and was conducted as a pilot study to evaluate the validity and reliability of the
questionnaire instrument. A total of 30 lecturers were chosen using a non-probability sampling method via the
snowball technique. The research instrument was adapted from an earlier study and disseminated using an online
questionnaire (Google Form). The collected data were analysed using the Statistical Package for the Social
Sciences (SPSS) software. The study's findings indicated that all constructs achieved Cronbach's Alpha values
over 0.7, indicating acceptable reliability. The findings demonstrate that the instrument used is suitable and valid
for application in future comprehensive research. |
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