CONTEMPORARY EDUCATIONAL TECHNOLOGY
e-ISSN: 1309-517X
Who buys the game? Age, proficiency, and digital skill in Greek EFL learners’ acceptance of gamification

Filomachi Spathopoulou 1 * , Konstantinos M. Pitychoutis 1

CONT ED TECHNOLOGY, Volume 18, Issue 2, Article No: ep647

https://doi.org/10.30935/cedtech/18273

Submitted: 11 January 2026, Published Online: 30 March 2026

OPEN ACCESS   27 Views   41 Downloads

Download Full Text (PDF)

Abstract

This quantitative study explores Greek secondary-school students’ perceptions of gamified English language learning through an acceptance-first lens that combines the technology acceptance model and the unified theory of acceptance and use of technology. Data were collected from 138 students using a structured questionnaire adapted into Greek following the International Test Commission guidelines for translating and adapting tests (2017) and validated through internal-consistency analysis and confirmatory factor modelling. The instrument captures perceived usefulness (PU), behavioral intention (BI), engagement, and time-on-task as mediating constructs linking game design to acceptance outcomes. Game elements such as points, leaderboards, timed rounds, and narrative framing were evaluated for their relevance to classroom goals and learner motivation. Findings show that PU strongly predicts BI, while engagement functions as a key mediator between design and acceptance. Age and digital literacy emerge as moderating variables, shaping both motivation and uptake. Overall, the results underscore that the pedagogical effectiveness of gamification lies not in the mere inclusion of game elements, but in their deliberate alignment with cognitive and affective dimensions of learning.

References

Citation

The articles published in this journal are licensed under the CC-BY Creative Commons Attribution International License.
This website uses cookies to provide necessary website functionality. By using our website, you are agree to our Privacy Policy.