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Predicting Gamified Apps Adoption: The Influence of Student Optimism and Innovativeness

Sunarti Halid, Norhayati Sulaiman, Noor Saatila Mohd Isa, Norliana Omar and Rahayu Abdul Rahman
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Sunarti Halid: Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak, Malaysia
Norhayati Sulaiman: Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak, Malaysia
Noor Saatila Mohd Isa: Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak, Malaysia
Norliana Omar: Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak, Malaysia
Rahayu Abdul Rahman: Faculty of Accountancy, Universiti Teknologi MARA, Perak Branch, Tapah Campus, 35400, Tapah Road, Perak, Malaysia

International Journal of Research and Innovation in Social Science, 2025, vol. 9, issue 6, 484-491

Abstract: In higher education, gamification holds significant potential as it engages students in interactive and immersive learning experiences that stimulate critical thinking, active participation, and problem-solving capabilities. The interactive nature of gamified environments enables learners to apply theoretical concepts in practical contexts, thereby enhancing their understanding and supporting better knowledge retention. This study aims to examine the extent to which Malaysian university students’ optimism and innovativeness contribute to their intention to adopt gamified applications in learning. Using a survey approach, data was collected through questionnaires distributed to 137 accounting students at Universiti Teknologi MARA (UiTM), Tapah, Perak. The analysis reveals that optimism has a significant and positive influence on students’ willingness to use gamified apps. These insights offer practical implications for educators, game developers, and policymakers in promoting the effective integration of gamification into higher education settings.

Date: 2025
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