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Data were collected via a survey of 125 students from two departments during the first academic semester. 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Tawafak 1  \n 0000-0001-8969-1642  \nWaleed Mugahed Al-Rahmi 2*  \n 0000-0002-0980-7439  \nAbdulrahman Alshimai 2  \n 0000-0002-0444-3891  \nIbrahim YaussefAlyoussef 3  \n 0000-0002-5112-6813  \nAyad Aldaijy 2*  \n 0009-0002-9359-6730  \n1 Information Technology Department, Al Buraimi University College, Buraimi, OMAN  \n2 Department of Management Information System, College of Business Administration, Dar Al Uloom University, Riyadh 13314, Al Falah, KINGDOM OF SAUDI ARABIA  \n3 Education Technology, Faculty of Education, King Faisal University, Al-Ahsa 31982, SAUDI ARABIA  \n* [Corresponding authors:](Corresponding authors: waleed.alrahmi@dau.edu.sa)[ waleed.alrahmi@dau.edu.sa](Corresponding authors: waleed.alrahmi@dau.edu.sa), [ayadyad@dau.edu.sa](ayadyad@dau.edu.sa)  \nCitation: Tawafak, R. M., Al-Rahmi, W. M., Alshimai, A., Alyoussef, I. Y., & Aldaijy, A. (2025) . Exploring the impact of digital gameplay on behavioral intentions in learning graphics programming courses. Contemporary Educational Technology, 17(2), ep576. [https://doi.org/10.30935/cedtech/161](https://doi.org/10.30935/cedtech/161)15  \nARTICLE INFO ABSTRACT  \nReceived: 12 Oct 2024 The importance of gameplay extends beyond mere entertainment, playing a crucial role in Accepted: 20 Feb 2025 shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students’ BIs, mainly in the context of technology adoption in education.  \nThe main objective is to investigate the impact of digital gameplay on students. This study is based on the technology acceptance model (TAM), which serves as the theoretical framework consisting of six hypotheses for research. This study aimed to assess the frequency and nature of engagement in digital gameplay while measuring students’ acceptance of technology adoption. This study was conducted during the first academic semester, from October 1, 2023, until January 18, 2024. The survey was distributed among 125 participants from two departments English and information technology students. Unlike previous studies that mostly focused on the entertainment value or reasoning benefits of gameplay, this research uniquely integrates digital gameplay within the framework of technology acceptance in an educational setting. By applying TAM, this study provides empirical evidence on how gameplay engagement can influence students’ readiness to adopt technology, offering new insights into the intersection of gaming, education, and technology adoption. The results highlight the potential of digital games as a leisure activity and a useful tool to promote technology acceptance were perceived usefulness (PU) R-squared (0.532) and the factors connected to PU also supported (technology integration PC = 0.402 and perceived ease of use PC = 0.446) effective integration in educational settings. This result suggests that incorporating digital gameplay into educational strategies may effectively promote more receptive attitudes toward technology among students.  \nKeywords: technology integration, digital gaming, behavior intention, TAM, risk-taking  \nFigure 1. Conceptual research model (the authors’ own work)  \nINTRODUCTION  \nIn recent years, technology integration (Tech-Int) in education has drawn a lot of attention because it offers creative ways to improve student learning (Wang et al., 2023) . Digital gaming is one of these technological instruments that has shown promise in promoting motivation, engagement, and better learning outcomes (Alam, 2022; Chan et al., 2022; Tawafak et al., 2019) . The growing use of digital technologies in education, especially in language acquisition, is consistent with the growth of game-based learning. Digital gaming is a powerful substitute for con","cbCaiu5FPelPoUbx","https://ap.wps.com/l/cbCaiu5FPelPoUbx","pdf",347307,17,"English","# ARTICLE INFO\n## ABSTRACT\n## Keywords\n# INTRODUCTION\n## Technology integration and digital gaming\n## TAM and technology adoption","[{\"question\":\"What is the study’s primary objective?\",\"answer\":\"To investigate how digital gameplay influences students’ behavioral intentions in learning graphics programming courses through the technology acceptance model (TAM).\"},{\"question\":\"What theoretical framework guides the research?\",\"answer\":\"The technology acceptance model (TAM), formulated with six hypotheses and focused on factors such as perceived usefulness and perceived ease of use.\"},{\"question\":\"How was the study conducted and what were the participants like?\",\"answer\":\"A survey was distributed to 125 participants from two departments of English and information technology students during the first academic semester.\"}]","Exploring the impact of digital gameplay on behavioral intentions in learning graphics programming courses - Research article | PDF",1792090723,43]