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Articles
Published: 2025-10-12

Adapting to the digital age: Gamification's role in revolutionizing education for youth students

Faculty of Economics and Business, Institute of Methodology and Business Digitalization, University of Debrecen, Hungary
Faculty of Economics and Business, Coordination and Research Centre for Social Sciences, University of Debrecen, Hungary
Faculty of Economics and Business, Coordination and Research Centre for Social Sciences, University of Debrecen, Hungary
Gamification higher education CFA intrinsic motivation learning value

Abstract

Gamification, an educational strategy incorporating game-based elements, is gaining traction. Using the Unified Theory of Acceptance and Use of Technology model constructors, this study examines the adoption of gamification among 350 university students, which is representative of gender. The findings reveal a strong positive correlation between performance expectancy, and hedonic motivation, highlighting the role of gamification in fostering intrinsic motivation among learners. Most of all, the learning value influences behavioural intention directly in students thus consistently prioritising higher expected knowledge gains regarding performance, time invested, and energy expended. Overall, the study demonstrates the significance of several UTAUT constructs, including performance expectancy, effort expectancy, self-innovation, and hedonic motivation, in influencing the propensity to adopt gamification in educational settings. This research contributes to a deeper understanding of gamification's potential to enhance student engagement and learning outcomes, particularly among younger generations accustomed to interactive and engaging digital experiences.

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How to Cite

Kovács, T., Kovács, S., & Várallyai, L. (2025). Adapting to the digital age: Gamification’s role in revolutionizing education for youth students. Human Technology, 21(2), 339–359. https://doi.org/10.14254/1795-6889.2025.21-2.5