Abstract
With the advancement of technology, different approaches to make teachers’ tasks more interactive 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 relationships 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 student response system tool in education.
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No potential conflict of interest was reported by the author(s).
Additional information
Notes on contributors
Pedro R. Palos-Sanchez
Pedro R. Palos-Sanchez is Associate Professor of University of Seville, Spain. Experience includes direction of numerous postgraduate courses and collaborations with private and public organizations. He has participated in research projects and different papers, courses and articles in various conferences and programs on digital economy, entrepreneurship and management.
Jose Ramon Saura
Jose Ramon Saura research has focused on the theoretical and practical insights of various aspects of Digital Marketing and User Generated Content (UGC), with a specific focus around three major research approaches applied to digital business and marketing: data mining, knowledge discovery and information sciences.
Felix Velicia-Martin
Felix Velicia-Martin PhD in Business Administration. Lecturer in Marketing at the Seville University. He has published in high impact journals in the field of marketing, education, and ICT. He has advised companies and public institutions in the field of quality and in the development and implementation of marketing plans.