Abstract:
Purpose: Everything is being gamified in our daily lives with the development of technology. The purpose of this study is to look at the effect of Gamification on Teacher Engagement in the education sector while also considering the moderating effects of Organizational culture.
Theoretical Background: The theoretical frameworks employed in this study are self-determination theory, social exchange theory, and flow theory.
Methodology: To collect data, an online questionnaire was distributed to instructors from several schools, resulting in 300 completed responses. Using SPSS statistical software version 26, the collected data was then evaluated for relationships between variables.
Results &Findings: The findings indicate a positive association between Gamification and Teacher Engagement across a variety of organizational cultures, including Clan, Market, Hierarchy, and Adhocracy. Based on our findings, we propose that schools investigate introducing gaming components into their curriculum to promote learning and increase
teacher engagement. Finally, this study advises that future researchers look into the subject of gamification outside of Lebanon to widen the scope of the research.