From Confidence to Enjoyment: How Perceived Enjoyment and Self-Efficacy Shape Engineering Students’ Intention to Adopt Mobile-Based Gamification Learning
DOI:
https://doi.org/10.56294/saludcyt20262605Keywords:
Quality Education, Mobile-Based Gamification Learning, Technology Acceptance Model, Perceived Enjoyment, Self-Efficacy, Engineering EducationAbstract
Introduction:
digital transformation in the Education 4.0 era has significantly reshaped higher education, including engineering education. In alignment with Sustainable Development Goal (SDG) 4: Quality Education, mobile-based gamification learning (MobGam) has emerged as an innovative approach to enhance learning quality. This study aims to analyze students’ behavioral intention (BI) to adopt MobGam by extending the Technology Acceptance Model (TAM) with two external constructs: Self-Efficacy (SE) and Perceived Enjoyment (PE).
Method:
a quantitative survey was conducted with 127 Industrial Electrical Engineering students in Indonesia. Data were collected using a five-point Likert-scale questionnaire and analyzed using Partial Least Squares–Structural Equation Modeling (PLS-SEM) to evaluate both measurement and structural models.
Results:
the findings show that PE significantly enhances both Perceived Ease of Use (PEU) (β = 0.553, p = 0.001) and Perceived Usefulness (PU) (β = 0.301, p = 0.003). SE also demonstrates a strong positive effect on PEU (β = 0.424, p = 0.001) and PU (β = 0.296, p = 0.003). In the structural model, PEU significantly influences PU (β = 0.402, p = 0.001) and Attitude Toward Use (AT) (β = 0.270, p = 0.005), while PU strongly predicts AT (β = 0.526, p = 0.001) and Behavioral Intention (BI) (β = 0.392, p = 0.001). AT emerges as the most powerful determinant of BI (β = 0.591, p = 0.001). Overall, the model demonstrates high explanatory capacity, with BI predicted substantially (R² > 0.70), confirming that both cognitive (PEU, PU) and motivational (SE, PE) constructs jointly shape students’ acceptance of MobGam.
Conclusions:
this study extends the applicability of TAM in the context of MobGam by integrating SE and PE as key determinants of technology acceptance. Practically, the findings suggest that educators and instructional designers should emphasize PE, SE, PEU, PE, and AT when implementing MobGam systems to foster learning qulality and sustainable technology adoption in line with SDG 4.
References
1. Suárez-López MJ, Blanco-Marigorta AM, Gutiérrez-Trashorras AJ. Gamification in thermal engineering: Does it encourage motivation and learning? Education for Chemical Engineers. 2023;45:41–51. https://doi.org/10.1016/j.ece.2023.07.006 DOI: https://doi.org/10.1016/j.ece.2023.07.006
2. Díaz-Ramírez J. Gamification in engineering education – An empirical assessment on learning and game performance. Heliyon. 2020;6(9):e04972. https://doi.org/10.1016/j.heliyon.2020.e04972 DOI: https://doi.org/10.1016/j.heliyon.2020.e04972
3. Yanto DTP, Ganefri G, Sukardi S, Kurani R, Yanto JP. Examining The Practicality of Mobile-Based Gamification Assessment in Electrical Machine Course: A Study in Industrial Electrical Engineering. Journal of Applied Engineering and Technological Science. 2023;5(1):349–60. https://doi.org/10.37385/jaets.v5i1.2803 DOI: https://doi.org/10.37385/jaets.v5i1.2803
4. Chamorro-Atalaya O, Morales-Romero G, Trinidad-Loli N, Caycho-Salas B, Guía-Altamirano T, Auqui-Ramos E, et al. Gamification in Engineering Education during COVID-19: A Systematic Review on Design Considerations and Success Factors in its Implementation. International Journal of Learning, Teaching and Educational Research. 2023 ;22(6):301–27. https://doi.org/10.26803/ijlter.22.6.17 DOI: https://doi.org/10.26803/ijlter.22.6.17
5. Murillo-Zamorano LR, López-Sánchez JÁ, López-Rey MJ, Bueno-Muñoz C. Gamification in higher education: The ECOn+ star battles. Computers & Education. 2023;194:104699. https://doi.org/10.1016/J.COMPEDU.2022.104699 DOI: https://doi.org/10.1016/j.compedu.2022.104699
6. Daemei AB, Lovreglio R, Feng Z, Paes D, Miller C. Gamification for air quality education: A systematic literature review. Building and Environment. 2025;270:112526. https://doi.org/10.1016/j.buildenv.2025.112526 DOI: https://doi.org/10.1016/j.buildenv.2025.112526
7. Sandoval Pérez S, González López JM, Brambila Pelayo M, Molinar Solis JE. Teaching three-phase half-wave power electronic rectifier with gamified augmented reality support. Alexandria Engineering Journal. 2024;99:335–46. https://doi.org/10.1016/J.AEJ.2024.04.077 DOI: https://doi.org/10.1016/j.aej.2024.04.077
8. Kareem FA, Michael PA. An investigation on applications of additive manufacturing of electrical machines. Mater Today Proc. 2022;58:86–90. https://doi.org/10.1016/J.MATPR.2021.12.590 DOI: https://doi.org/10.1016/j.matpr.2021.12.590
9. Zhao G, Sun L, Niu N, Wang X, Xing Z. Analysis of vibration characteristics of stators of electrical machines under actual boundary. Mech Syst Signal Process. 2023;185:109778. https://doi.org/10.1016/J.YMSSP.2022.109778 DOI: https://doi.org/10.1016/j.ymssp.2022.109778
10. Yanto DTP, Ganefri G, Sukardi S, Yanto JP, Samala AD, Dewi IP, et al. Innovative Laboratory Learning: A Study Evaluating the Practicality of Integrated E-Worksheets with Augmented Reality in Electrical Machines Course. International Journal of Information and Education Technology. 2024;14(7):996–1005. https://doi.org/10.18178/ijiet.2024.14.7.2127 DOI: https://doi.org/10.18178/ijiet.2024.14.7.2127
11. Khodabandelou R, Roghanian P, Gheysari H, Amoozegar A. A systematic review of gamification in organizational learning. The Learning Organization. 2023;30(2):251–72. https://doi.org/10.1108/TLO-05-2022-0057 DOI: https://doi.org/10.1108/TLO-05-2022-0057
12. Vankúš P. Game-Based Learning and Gamification Technologies in the Preparation of Future Mathematics Teachers. International Journal of Interactive Mobile Technologies (iJIM). 2023;17(11):53–67. https://doi.org/10.3991/IJIM.V17I11.39227 DOI: https://doi.org/10.3991/ijim.v17i11.39227
13. Nguyen-Viet B, Nguyen-Viet B. Enhancing satisfaction among Vietnamese students through gamification: The mediating role of engagement and learning effectiveness. Cogent Education. 2023;10(2). https://doi.org/10.1080/2331186X.2023.2265276 DOI: https://doi.org/10.1080/2331186X.2023.2265276
14. Rivera ES, Garden CLP. Gamification for student engagement: a framework. J Furth High Educ. 2021;45(7):999–1012. https://doi.org/10.1080/0309877X.2021.1875201 DOI: https://doi.org/10.1080/0309877X.2021.1875201
15. Das S, Vaishnavi Nakshatram S, Söbke H, Baalsrud Hauge J, Springer C. Towards gamification for spatial digital learning environments. Entertain Comput. 2025;52:100893. https://doi.org/10.1016/J.ENTCOM.2024.100893 DOI: https://doi.org/10.1016/j.entcom.2024.100893
16. Panagiotarou A, Stamatiou YC, Pierrakeas C, Kameas A. Gamification acceptance for learners with different E-skills. International Journal of Learning, Teaching and Educational Research. 2020;19(2):263–78. https://doi.org/10.26803/IJLTER.19.2.16 DOI: https://doi.org/10.26803/ijlter.19.2.16
17. Huang S, Zhang H. Gamification acceptance model towards online learning among college students: an empirical study based on mediation and moderation. Asian Education and Development Studies. 2024;13(2):150–67. https://doi.org/10.1108/AEDS-11-2023-0152 DOI: https://doi.org/10.1108/AEDS-11-2023-0152
18. Venkatesh V, Bala H. Technology Acceptance Model 3 and a Research Agenda on Interventions. Vol. 39, The Author Journal compilation C. Decision Sciences Institute; 2008;39(2): 272-315. https://doi.org/10.1111/j.1540-5915.2008.00192.x DOI: https://doi.org/10.1111/j.1540-5915.2008.00192.x
19. Bandura A. Self-Efficacy : Toward a Unifying Theory of Behavioral Change. Psychol Rev. 1977;84(2):191–215. https://doi.org/10.1007/978-3-319-75361-4 DOI: https://doi.org/10.1037/0033-295X.84.2.191
20. Othman SY, Ghallab E, Eltaybani S, Mohamed AM. Effect of using gamification and augmented reality in mechanical ventilation unit of critical care nursing on nurse students’ knowledge, motivation, and self-efficacy: A randomized controlled trial. Nurse Educ Today. 2024;142:106329. https://doi.org/10.1016/J.NEDT.2024.106329 DOI: https://doi.org/10.1016/j.nedt.2024.106329
21. alsswey A, Malak MZ. Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students. Learn Motiv. 2024;87:101993. https://doi.org/10.1016/J.LMOT.2024.101993 DOI: https://doi.org/10.1016/j.lmot.2024.101993
22. Salemink E, de Jong SRC, Notebaert L, MacLeod C, Van Bockstaele B. Gamification of cognitive bias modification for interpretations in anxiety increases training engagement and enjoyment. J Behav Ther Exp Psychiatry. 2022;76:101727. https://doi.org/10.1016/J.JBTEP.2022.101727 DOI: https://doi.org/10.1016/j.jbtep.2022.101727
23. Bravo-Aparicio J, Trillo-Charlín I, Avendaño-Coy J, Beltran-Alacreu H. Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis. JMIR Aging. 2025;8(8). https://doi.org/10.2196/72559 DOI: https://doi.org/10.2196/preprints.72559
24. Xiao Y, Hew KF. Personalized gamification versus one-size-fits-all gamification in fully online learning: Effects on student motivational, behavioral and cognitive outcomes. Learn Individ Differ. 2024;113:102470. https://doi.org/10.1016/J.LINDIF.2024.102470 DOI: https://doi.org/10.1016/j.lindif.2024.102470
25. Saleem AN, Noori NM, Ozdamli F. Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning. 2022;27(1):139–59. https://doi.org/10.1007/s10758-020-09487-x DOI: https://doi.org/10.1007/s10758-020-09487-x
26. Wang L, Wang L. Exploring enjoyment, motivation, self-efficacy, and engagement in AI-assisted English learning: A self-determination theory approach. Learn Motiv. 2025;92:102197. https://doi.org/10.1016/J.LMOT.2025.102197 DOI: https://doi.org/10.1016/j.lmot.2025.102197
27. Wang AI, Knutsen VA, Askestad E. Balancing enjoyment and learning in teaching software project management with game-based learning. Computers and Education Open. 2024;7:100226. https://doi.org/10.1016/J.CAEO.2024.100226 DOI: https://doi.org/10.1016/j.caeo.2024.100226
28. Li Y, Song Y, Sun Y, Zeng M. When do employees learn from artificial intelligence? The moderating effects of perceived enjoyment and task-related complexity. Technol Soc. 2024;77:102518. https://doi.org/10.1016/J.TECHSOC.2024.102518 DOI: https://doi.org/10.1016/j.techsoc.2024.102518
29. Chen T, Chen J, Or CK, Lo FP. Path analysis of the roles of age, self-efficacy, and TAM constructs in the acceptance of performing upper limb exercises through immersive virtual reality games. Int J Ind Ergon. 2022;91:103360. https://doi.org/10.1016/J.ERGON.2022.103360 DOI: https://doi.org/10.1016/j.ergon.2022.103360
30. Sharma R, Tan C, Gomez D, Xu C, Dubé AK. Guiding teachers’ game-based learning: How user experience of a digital curriculum guide impacts teachers’ self-efficacy and acceptance of educational games. Teach Teach Educ. 2025;155:104915. https://doi.org/10.1016/J.TATE.2024.104915 DOI: https://doi.org/10.1016/j.tate.2024.104915
31. Li F, Zhang H, Wong CUI, Chen X. Interpreting the mixed model of sustained engagement in online gamified learning: A dual analysis based on MPLUS and FSQCA. Entertain Comput. 2024;50:100643. https://doi.org/10.1016/J.ENTCOM.2024.100643 DOI: https://doi.org/10.1016/j.entcom.2024.100643
32. Yanto DTP, Ganefri, Sukardi, Yanto JP, Kurani R, Muslim. Engineering Students’ Acceptance of Augmented Reality Technology Integrated with E-Worksheet in The Laboratory Learning. International Journal of Online and Biomedical Engineering (iJOE). 2024;20(03):39–54. https://doi.org/10.3991/ijoe.v20i03.46101 DOI: https://doi.org/10.3991/ijoe.v20i03.46101
33. Yanto DTP, Ganefri, Sukardi, Hidayat H, Zaswita H, Yanto JP, et al. Exploring Student Acceptance of Virtual Laboratory in Learning: The Role of Perceived Relevance and Information Technology Experience. International Journal of Information and Education Technology. 2025;15(3):478–87. https://doi.org/10.18178/ijiet.2025.15.3.2259 DOI: https://doi.org/10.18178/ijiet.2025.15.3.2259
34. Candra O, Yanto DTP, Hastuti, Yanto JP, Sardi J, Yanita M, et al. E-Worksheets with Augmented Reality Technology in Laboratory Learning: Examining Their Effectiveness on Students’ Learning Performance. International Journal of Information and Education Technology. 2024;14(11):1544–53. https://doi.org/10.18178/ijiet.2024.14.11.2185 DOI: https://doi.org/10.18178/ijiet.2024.14.11.2185
35. Hair J, Alamer A. Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example. Research Methods in Applied Linguistics. 2022;1(3):100027. https://doi.org/10.1016/J.RMAL.2022.100027 DOI: https://doi.org/10.1016/j.rmal.2022.100027
36. Yanto DTP, Sukardi, Kabatiah M, Zaswita H, Candra O. Analysis of Factors Affecting Vocational Students’ Intentions to Use a Virtual Laboratory Based on the Technology Acceptance Model. International Journal of Interactive Mobile Technologies. 2023;17(12):94–111. https://doi.org/10.3991/ijim.v17i12.38627 DOI: https://doi.org/10.3991/ijim.v17i12.38627
37. Hair JF., Hult GTM., Ringle CM., Sarstedt Marko. A primer on partial least squares structural equation modeling (PLS-SEM). Second. Los Angeles: Sage; 2017. 363 p.
38. Yanto DTP, Ganefri G, Hastuti H, Candra O, Kabatiah M, Andrian, et al. The Affecting Factors of Students’ Attitudes Toward the Use of a Virtual Laboratory: A Study in Industrial Electrical Engineering. International Journal of Online and Biomedical Engineering (iJOE). 2023;19(13):4–16. https://doi.org/10.3991/ijoe.v19i13.41219 DOI: https://doi.org/10.3991/ijoe.v19i13.41219
39. Dash G, Paul J. CB-SEM vs PLS-SEM methods for research in social sciences and technology forecasting. Technol Forecast Soc Change. 2021;173:121092. https://doi.org/10.1016/J.TECHFORE.2021.121092. DOI: https://doi.org/10.1016/j.techfore.2021.121092
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Habibullah , Doni Tri Putra Yanto , Oriza Candra , Refi Revina , Agariadne Dwinggo Samala , Soha Rawas , Juan Luis Cabanillas-García , Juana Maria Arcelus-Ulibarrena (Author)

This work is licensed under a Creative Commons Attribution 4.0 International License.
The article is distributed under the Creative Commons Attribution 4.0 License. Unless otherwise stated, associated published material is distributed under the same licence.