This study examines how gamification influences creativity, student engagement, and course-level retention by extending the Technology Acceptance Model. The proposed model integrates affective and cognitive constructs, including perceived enjoyment, m...
This study examines how gamification influences creativity, student engagement, and course-level retention by extending the Technology Acceptance Model. The proposed model integrates affective and cognitive constructs, including perceived enjoyment, motivation, creativity, and student engagement, alongside core TAM variables such as perceived usefulness, perceived ease of use, attitude, and behavioral intention. Data were collected from 299 undergraduate students at Woosong university who were familiar with gamified learning environments. Structural equation modeling was used to test fifteen hypothesized relationships, of which twelve were supported.