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An Analysis of Students' Intention to Use Ubiquitous Video Game-Based Learning System

机译:基于视频游戏的学生学习系统的使用意向分析

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This study analyzed studentsȁ9; self-report on their intention to use an ubiquitous video game-based learning system. Participants were 30 college students in Taiwan. They completed a questionnaire measuring their responses to six constructs which formed a research model based on Technology Acceptance Model. Structural Equation Modeling was used as the technique for data analysis. Results showed that attitude and intention were significantly explained by perceived playfulness. Additionally, perceived usefulness was significantly explained by perceived ease of use. Limitation and future research directions are also discussed.
机译:这项研究对学生ȁ9进行了分析;自我报告他们打算使用无所不在的基于视频游戏的学习系统。参加者为台湾30名大学生。他们完成了一份问卷,测量了他们对六种结构的反应,从而形成了基于技术接受模型的研究模型。结构方程建模被用作数据分析技术。结果表明,态度和意图可以通过感知的嬉戏来得到很好的解释。另外,感知的实用性通过感知的易用性得到了显着解释。还讨论了局限性和未来的研究方向。

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