TY - EJOU AU - T1 - Do Teachers Attitudes, Perception of Usefulness, and Perceived Social Influences Predict their Behavioral Intentions to Use Gamification in EFL Classrooms? Evidence from the Middle East T2 - International Journal of Education and Practice PY - 2019 VL - 7 IS - 3 SN - 2310-3868 AB - To motivate learners, teachers of English as a foreign language (EFL) are encouraged to use gaming elements, which can stimulate students take a more active role in the learning process. There are many free and informal online applications now available to support this model, but not all EFL teachers, particularly female ones, are inclined to introduce gamification. Three essential variables that may influence their behavioral intentions to use gamified applications are attitude, perceived usefulness, and perceived social influence, which this study aims to investigate. This is a quantitative study based on a sample of 157 female EFL teachers. The data was collected through a questionnaire, the results of which indicate that attitude, perceived usefulness, and perceived social influence are significant predictors of teachers’ behavioral intentions to use gamification. KW - EFL teachers KW - Behavioral intention KW - Attitude KW - Perceived usefulness KW - Social influence KW - Gamification KW - Public schools DO - 10.18488/journal.61.2019.73.112.122