Currently, program skills are of most value in the labour market. Gamification is an emergent solution, and it has been adopted recently to education to encourage and stimulate students to study programming. This study proposed an explained model that incorporate the five dimensions of personality (CANOE) and flow as determinants in the adoption of one gamified online programming course. The study has been conducted with a university student's sample, and the explained model was validated with structural modulation equation. Results indicate that CANOE as positive effects on enjoyment, perceived ease of use and perceived usefulness. The flow as positive effects on enjoyment and use. The results are a contribution to a better understand of determinants in the adoption of gamified online courses.
|Translated title of the contribution||CANOE e Fluxo: Determinants in the adoption of online course programming|
|Number of pages||20|
|Journal||RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao|
|Publication status||Published - 2017|