Gamification has been rapidly growing as a solution in e-learning to improve students' engagement and motivation. Despite numerous studies examining the technology acceptance model as a crucial component of e-learning, there has been a dearth of research examining the influence of various student personality traits on their acceptance of gamification. Therefore, this research develops a framework to investigate the impact of the technology acceptance model, the Big Five personality traits, and students' attitude on their intention to use gamification in e-learning in Egypt. The study employs quantitative analysis, utilizing a 451 online survey tool to collect data from Egyptian undergraduate students enrolled in public, private, and national universities. Additionally, AMOS software is utilized for structural equation model analyses (SEM). The study's findings, The most influential factor is the students’ attitude toward the intention to use gamification; at the same time, results supported all relations. This study sheds light on the importance of managing students with different personality traits in order to continue using gamified learning environments.