

Possible research on the effect of enjoyment on focused immersion in gamification could be another area of concentration.

On the contrary, we also found a negative relationship exists between enjoyment and focused Immersion.

Also, increases students’ motivation and engagement in learning. The results show that perceived usefulness, perceived ease of use, enjoyment and control all have a significant positive relationship with behavioural intention of use and focused immersion which indicates that the acceptance of Gamified Learning Environment could serve as a new educational tool to expedite the improvement of pedagogical and instructional technology. In this study, a model was developed and tested using a Structure Equation Modelling technique. This study addresses perception and usage of gamified learning environment from hedonic motivation perspective through incorporating the Hedonic-Motivation System Adoption Model to Gamified Learning Environment. This gives a widespread popularity by deploying Gamification in to present day curriculum as part of a new educational technology tool. Abstract: The acceptance of gamified learning environment is rapidly becoming inevitable in educational learning environment.
