Rose Oluwaseun Adetunji

Dr. Rose Oluwaseun Adetunji

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2024 in International Journal of Computer Games Technology
Verified
Journal Article
Open access
RARose Oluwaseun Adetunji
Rose Oluwaseun Adetunji
AAAbejide Ade-Ibijola
Abejide Ade-Ibijola
Recently, gamification has emerged as an effective approach to captivate users, particularly in the context of online education. Although there has been a rise in the recent surge of articles on gamification, there is still a lack of research on the impact of replayability. We conducted a systematic literature review to address this gap by elucidating the impact of replayability in educational games on learners’ behaviour in e‐learning. The analysis of the investigations reveals the game elements that are predominantly utilised in the literature, and their corresponding effects on learners are identified and mapped. Moreover, we categorise these observed impacts of replayability on learners into six components: variety and performance, experience and nostalgia, learning, goals and completion, social aspect, and difficulty. Additionally, this study also examined the cognitive and affective behaviour of users in relation to replayability. The results of our comprehensive analysis of existing literature indicate that the study of replayability in educational games and its effects on learning is still at the outset. There is a scarcity of experimental tests and evidence in this area, with a prevailing tendency to primarily utilise educational games as external rewards. The study’s findings indicate that educational games that can be played multiple times have a substantial positive impact on learning outcomes and engagement. The study suggests that educators and game developers should prioritise the creation of games that include features supporting repeated play and diverse learning experiences.

14 August 2025 in Discover Education
Verified
Journal Article
Open access
PDF file
RARose Oluwaseun Adetunji
Rose Oluwaseun Adetunji
AAAbejide Ade-Ibijola
Abejide Ade-Ibijola
This paper examines the possibility of combining serious games with AI-generated scenarios to improve education and training for tech startups. In the ever-changing and highly competitive field of entrepreneurship, it is crucial to adopt innovative methods to provide aspiring startups and team members with the necessary skills and knowledge to achieve success. Serious games provide an engaging and immersive learning environment, while AI-generated scenarios offer authentic simulations of the difficulties encountered by technology startups. The objective of combining these technologies is to promote innovation, collaboration, and capacity building within the entrepreneurial ecosystem. The design science research methodology approach was used in carrying out this research. The App(game) designed assisted in identifying the challenges facing tech startups in South Africa and adequate solutions to be provided to meet the sustainable development goals. A total number of 36 tech startups participated in testing the App(TechStartUpGame) and gave their opinions on the application usage. The study findings show that TechStartUpGame is educational, informative, scalable, has varieties of engagements and diverse in nature, full of new discoveries and exploration. The output of this research could be used to achieve the objectives in fostering innovation, enhance education, exert influence on policy, and engage the public, ultimately leading to beneficial societal transformation and the advancement of sustainable development objectives.


18 August 2022 in The Electronic Journal of Information Systems in Developing Countries
Verified
Journal Article
Open access
RARose Oluwaseun Adetunji
Rose Oluwaseun Adetunji
SSShawren Singh
Shawren Singh
PMPeter Mkhize
Peter Mkhize
Government departments are under increasing pressure to demonstrate technology effectiveness. One approach that government departments can use to be perceived as more technology effective is to understand the Management Information Systems (MIS) maturity issues that affect their departments. There are gaps in the academic literature about how African governments are dealing with the issues of MIS maturity; and this is also applicable to Nigeria. The purpose of this research is to gain a better understanding of some of the MIS maturity concerns of Nigerian Ministries, Department, and Agencies (MDAs). This is important because senior managers and policymakers can more effectively understand the challenges that affect their respective departments and develop context‐appropriate policies. This study is quantitative in nature and primary data in the form of questionnaires were collected from 109 key stakeholders from selected Nigerian government departments. The data were analyzed using Factor analysis as a primary tool. The analysis provided a deeper understanding of some of the issues affecting the maturity within the selected Nigerian MDAs. The results of the analysis were used to develop a model that outlines some of the maturity concerns for the selected Nigerian MDAs. The issues that affect MIS maturity in Nigerian MDAs are related to: (1) integration of MIS initiatives, creating MIS vision, implementation of MIS management policies and the development of supportive MIS objectives which influence MIS maturity, (2) robust MIS objectives and robust MIS management that influences service delivery.

23 January 2026 in Discover Artificial Intelligence
Verified
Journal Article
Open access
PDF file
RARose Oluwaseun Adetunji
Rose Oluwaseun Adetunji
AAAbejide Ade-Ibijola
Abejide Ade-Ibijola
Experiential learning is vital in business education, as it enables students to comprehend intricate concepts and cultivate essential skills. BizAssistBot, an innovative tool, utilises artificial intelligence to improve the examination of small businesses for undergraduate students. This AI-driven platform employs natural language processing, machine learning, and data analytics to generate immersive learning experiences via real-world business simulations. Previous studies have explored how chatbots can assist in teaching programming languages, teach other languages and other subjects such as Mathematics, psychology and engineering but BizAssistBot enables students to explore domains including customer sales, economic management, inventory control, and marketing strategies. Students acquire insights into office operations, data-driven decision-making, and the influence of artificial intelligence on modern business practices through its application. The platform's ability to provide immediate feedback and simulate complex business scenarios effectively connects theoretical knowledge with practical application. This study examines the creation and application of BizAssistBot in educational settings and evaluates its instructional efficacy. Through the analysis of student feedback and learning outcomes, we assess the efficacy of BizAssistBot in improving comprehension of business concepts, engagement, and critical thinking abilities. The results indicate that incorporating AI-driven tools such as BizAssistBot into business curricula is advantageous and stimulating, preparing students to address contemporary business challenges.

11 July 2026 in Discover Education
Verified
Journal Article
Open access
PDF file
RARose Oluwaseun Adetunji
Rose Oluwaseun Adetunji
AAAbejide Ade-Ibijola
Abejide Ade-Ibijola
Artificial intelligence (AI) is increasingly being used in educational settings, but its application in culturally grounded training for small, medium, and micro enterprises (SMMEs) is underexplored. Traditional African games, with their rich cultural and strategic dimensions, provide a unique opportunity for incorporating indigenous knowledge into modern training methods. This study scrutinises the potential of AI in adapting traditional African games for SMME training. It seeks to identify key game components such as resource management, decision-making, financial management and risk assessment that can be strategically repurposed for entrepreneurial education. The study examines ten AI-generated African games, focussing on their rules, mechanics, and cultural relevance, a conceptual framework based on Game Schema Theory was created to help transform these games into AI-enhanced educational tools. The framework was evaluated using a descriptive analysis to understand participants view of the study. The implication of the study is that by using an AI adapted game-based approach for business education, learners would learn how to personalised their study, simulated business scenarios would be provided to assist learning, and there would be real time feedback on learning. By applying culturally relevant AI adaptations, this study connects technology to indigenous knowledge systems, fostering an engaging and context-aware approach to SMMEs education. It helps to advance AI-augmented business training, preserve digital cultural heritage, and shape the landscape of human-AI interaction in gamified learning.