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

机译:影响大学生接受教育游戏的因素:技术接受模型(TAM)的应用

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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.
机译:教育游戏(EG)被视为一种有前途的教育技术。与其他媒体相比,这是由于游戏的趣味性和吸引力。但是,很少进行研究来研究可能影响学生接受EG的因素,特别是在本科生中。了解这些因素可以帮助EG设计人员设计出更好的游戏。这项研究通过应用改进的技术接受模型(TAM)来调查那些因素。使用了四(4)个因素,即有用性,易用性,态度和学习机会。对来自马来西亚Teknologi大学的63个样本进行了在线调查。使用结构方程模型(SEM)以及描述性方法对数据进行了分析。研究结果表明,有用性,易用性和态度是EG的重要接受因素。希望这项研究将丰富有关EG接受因素的文献,尤其是在大学生中。

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