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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| Published in | Visual Informatics: Sustaining Research and Innovations pp. 135 - 146 |
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| Main Authors | , , , |
| Format | Book Chapter |
| Language | English |
| Published |
Berlin, Heidelberg
Springer Berlin Heidelberg
2011
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| Series | Lecture Notes in Computer Science |
| Subjects | |
| Online Access | Get full text |
| ISBN | 9783642251993 3642251994 |
| ISSN | 0302-9743 1611-3349 |
| DOI | 10.1007/978-3-642-25200-6_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. |
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| ISBN: | 9783642251993 3642251994 |
| ISSN: | 0302-9743 1611-3349 |
| DOI: | 10.1007/978-3-642-25200-6_14 |