The Impact of Industry 5.0 Technologies on the Performance within the Healthcare Sector through the Integration of Gamification-Based Learning Programs

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Date
2023-06
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The British University in Dubai (BUiD)
Abstract
Education continues to evolve in response to its influence in a world increasingly dominated by technology. This study thoroughly explores applying and accepting Gamification-Based Learning Programs within the healthcare sector. This extensive study was conducted through the lens of Gamification-based Learning Programs in the healthcare industry with the primary objective of realizing how learning techniques open the way for integrating technology into many professional fields. This study presented novel findings based on the Unified Theory of Acceptance and Usage of Technology (UTAUT2), embracing the importance of mobility, facilitating conditions, habit, and availability in encouraging the use of GBLPs. However, traditional considerations such as performance expectancy, effort expectancy, social influence, hedonic motivation, and price value have little effect on the decision to accept technology, necessitating a reevaluation of the reasons for technological use. This research used a hybrid SEM-ANN strategy, highlighting its potential to make accurate and consequential projections regarding the future of Gamification-based Learning Programs applications. While this study focused on the healthcare industry, the lessons learned apply to other professional learning settings and may help spark a revolution in how we know in many fields. The report continues by pointing out its limitations and calling for more research into this area from various professions. The research could cover the way for future research into the model, encouraging confidence in its ability to forecast technological uptake and serve as a roadmap for crafting more exciting and effective educational environments.
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Keywords
Industry 5.0, healthcare, gamification
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