ACase Studyona Hedonic Motivation System Adoption Modelina Game Based Student Response System
ACase Studyona Hedonic Motivation System Adoption Modelina Game Based Student Response System
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Félix A. Martín-Velicia
Universidad de Sevilla
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ABSTRACT
With the advancement of technology, different approaches to make teachers’ tasks more inter-
active and improve teacher teaching methodologies are becoming more and more common.
Additionally, students must feel motivated and positively interact with these new methodologies.
To understand these new initiatives, this paper aims to identify the adoption model of a game-
focused student response system. To do so, the theoretical framework of the hedonic-motivation
system adoption model was applied to Kahoot! which turns the classroom into a game show. For
this purpose, a survey was designed, supported by a questionnaire administered to 214 students,
applying a non-probabilistic convenience sampling to the students who decided to be evaluated
by this method, together with the classic paper tests and the electronic tests on an e-learning
platform. The results showed that the application of the hedonic motivation system adoption
model is adequate for the adoption of a game-based student response system tool, and all rela-
tionships were significant except those related to the Temporal Dissociation variable. The results
of this research can help the education sector to have a better acceptance of these kinds of tools
in the classroom, and a better understanding of their functionalities. In general, the results of the
present study contributed to the literature by identifying the important role of a game-based stu-
dent response system tool in education.
CONTACT Pedro R. Palos-Sanchez [email protected] Department of Financial Economy and Operation Management, University of Seville, Seville, Spain
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