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Abstract
The study investigates the influence of gamification on the education sector, focusing on increasing metaverse-based learning among university students. Using technology for student engagement, retention, and acquisition could give the Indian education system a competitive edge, especially in a growing country like India. The education system may also have an effect if it provides high-quality services. This study proposed 12 hypotheses. First, the Delphi method was performed with the help of academic and industrial experts. Subsequently, a survey of university students was conducted. Twelve hypotheses were tested, out of which six were accepted. No significant relationships existed between trust, attitude and perceived ease of use. Neither discomfort nor insecurity had any significant association with perceived usefulness and ease of use. Thus, six hypotheses were rejected. Gamification can boost metaverse-based learning. University students benefited from this research. Simultaneously, educators can motivate students to learn by using novel approaches. The present investigation suggests exploring all the potential applications of gamification that were not covered in previous studies. This study focused solely on the educational sector. This expands the potential of performing additional research in other unexplored sectors. This research was carried out only in a developing nation, India. So, research can also be conducted in other developing nations. Demographic details like age, location, and occupation could be incorporated into future studies.
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1 GITAM School of Business, GITAM (Deemed to be University), Visakhapatnam, Andhra Pradesh, India
2 Department of Information Technology, Shaikh Zayed University Khost, Khost, Afghanistan
3 School of Information Technology, King Mongkut’s University of Technology Thonburi, Bangkok, Thailand
4 Department of Computer Science and Engineering, GITAM Institute of Technology, GITAM (Deemed to be University), Visakhapatnam, Andhra Pradesh, India