id	keyword
ajis02-1397	learning
ajis02-1397	students
ajis02-1397	use
ajis02-1397	cheong
ajis02-1397	gamification
ajis02-1397	quiz
ajis02-1397	research
ajis02-1397	game
ajis02-1397	model
ajis02-1397	preference
ajis02-1397	education
ajis02-1397	engagement
ajis02-1397	acceptance
ajis02-1397	usefulness
ajis02-1397	factors
