Adoption Of Adaptive Gamified Learning Systems: A Push-Pool-Mooring Model Perspective

Authors

  • Eddy Triswanto Setyoadi Department Of Electrical Engineering and Informatics, Faculty Of Engineering, Universitas Negeri Malang, Indonesia https://orcid.org/0000-0003-1384-191X
  • Syaad Patmanthara Department Of Electrical Engineering and Informatics, Faculty Of Engineering, Universitas Negeri Malang, Indonesia
  • Heru Wahyu Herwanto Department Of Electrical Engineering and Informatics, Faculty Of Engineering, Universitas Negeri Malang, Indonesia https://orcid.org/0009-0000-0796-3596
  • Hartarto Junaedi Department Of Information System, Faculty Of Science and Technology, Institut Sains dan Teknologi Terpadu Surabaya, Indonesia https://orcid.org/0000-0002-0382-2224
  • Alexander Wirapraja Department Of Information System, Faculty Of Information Technology, Institut Informatika Indonesia Surabaya, Indonesia https://orcid.org/0000-0002-1516-7773
  • Titasari Rachmawati Department Of Information System, Faculty Of Information Technology, Institut Informatika Indonesia Surabaya, Indonesia https://orcid.org/0000-0002-0178-2556

DOI:

https://doi.org/10.34190/ejel.23.4.4295

Keywords:

Gamified learning, Learning management system, Push-Pull-Mooring model, Goal orientation, Switching intention, Educational technology, Adoption

Abstract

The adoption of digital learning systems is closely related to user engagement and system relevance. This quantitative research aims to explore the factors influencing students' switching intention from traditional Learning Management Systems (LMS) to a gamified LMS platform, using the Push-Pull-Mooring (PPM) framework. A conceptual model was developed to examine how negative experiences with previous systems (push factors), the appeal of a new gamified platform (pull factors), and personal constraints (mooring factors) influence switching behavior. The gamified LMS, named Learning Nova, was designed based on six types of goal orientation, enabling personalization according to students’ motivational profiles. Data were collected through a two-stage process: an initial classification using a modified AGQ-R questionnaire, followed by a large-scale survey involving 1,054 university students from various institutions across Indonesia who interacted with the prototype. The findings confirmed the significant influence of both push and pull effects on switching intention. While mooring factors did not moderate these effects, they had a direct impact on students’ decisions to switch. These insights offer practical implications for educational institutions and system developers seeking to enhance LMS adoption through motivation-aligned, gamified experiences.

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Published

12 Nov 2025

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