Factors Affecting Undergraduates’ Acceptance of Educational Game: An Application of Technology Acceptance Model (TAM)

Educational games (EG) are seen as a promising educational technology. This is due to fun and engaging nature of games compared to other media. However, little studies have been done to investigate factors that might affect student’s acceptance of EG, especially among undergraduate student. Understa...

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Bibliographic Details
Published inVisual Informatics: Sustaining Research and Innovations pp. 135 - 146
Main Authors Ibrahim, Roslina, Yusoff, Rasimah Che Mohd, Khalil, Khalili, Jaafar, Azizah
Format Book Chapter
LanguageEnglish
Published Berlin, Heidelberg Springer Berlin Heidelberg 2011
SeriesLecture Notes in Computer Science
Subjects
Online AccessGet full text
ISBN9783642251993
3642251994
ISSN0302-9743
1611-3349
DOI10.1007/978-3-642-25200-6_14

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Summary:Educational games (EG) are seen as a promising educational technology. This is due to fun and engaging nature of games compared to other media. However, little studies have been done to investigate factors that might affect student’s acceptance of EG, especially among undergraduate student. Understanding those factors can assist EG designers in designing better games. This study investigated those factors by applying modified technology acceptance model (TAM). Four (4) factors, namely usefulness, ease of use, attitude and learning opportunity were used. An online survey was done with 63 samples from Universiti Teknologi Malaysia. Data was analyzed using structural equation modeling (SEM) as well as descriptive method. Findings shown that usefulness, ease of use and attitude are significant acceptance factors of EG. Hopefully, this study will enrich literatures regarding EG acceptance factors especially among undergraduate students.
ISBN:9783642251993
3642251994
ISSN:0302-9743
1611-3349
DOI:10.1007/978-3-642-25200-6_14