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Measuring student acceptance of game based learning for game and technology education curriculum development

机译:评估学生对基于游戏的学习的接受程度,以开发游戏和技术教育课程

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Technological education is the modernized practice of learning through the use of technologies. Edutainment is a kind of education which integrates entertainment for educational purposes and uses video games for education. It is a hybrid learning system that depends basically on narrative, visual materials or game-like formats, with less didactic address styles and on a more informal way. Game based learning or edutainment, just like other technology-based education methods, is being used in western or developed countries. Saudi Arabia is considered a developing country just like other Arab countries; hence, computer education has recently appeared in Saudi Arabian education. Therefore, studying this new development in the Saudi educational systems will effect significantly on the speed of developing the educational systems in Saudi Arabia. However, no edutainment games have been designed for this new curriculum. Therefore this research ultimately aims to design a new edutainment game to be used for the computer technology curriculum. To design an efficient edutainment game system, edutainment game effectiveness and the attitudes of students will be measured to know their technology acceptance level for the new edutainment tool and curriculum. The study is carried out using Technology Acceptance Model (TAM), based on four factors; usability, usefulness, ease of use and effectiveness.
机译:技术教育是通过使用技术进行学习的现代化实践。娱乐性是一种教育,它结合娱乐性以达到教育目的,并使用视频游戏来进行教育。它是一种混合学习系统,基本上依赖于叙述,视觉材料或类似游戏的格式,具有较少的教学地址样式和更为非正式的方式。与其他基于技术的教育方法一样,基于游戏的学习或娱乐也正在西方或发达国家中使用。与其他阿拉伯国家一样,沙特阿拉伯也被视为发展中国家;因此,计算机教育最近出现在沙特阿拉伯的教育中。因此,研究沙特阿拉伯教育系统的这一新发展将大大影响沙特阿拉伯教育系统的发展速度。但是,尚未为此新课程设计娱乐游戏。因此,本研究最终旨在设计一种新的用于计算机技术课程的娱乐游戏。为了设计一个高效的娱乐游戏系统,将对娱乐游戏的有效性和学生的态度进行衡量,以了解他们对于新的娱乐工具和课程的技术接受程度。基于四个因素,使用技术接受模型(TAM)进行了研究。可用性,有用性,易用性和有效性。

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