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Modeling the continuance usage intention of game-based learning in the context of collaborative learning

机译:在协同学习背景下建模基于游戏学习的持续使用意图

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Growing attention is being paid to the use of game-based learning in education, due to the rapid progress of information technology Internet. Students need to cultivate not only their own abilities, but also the ability of collaboration after graduation. However, collaboration must be directed by appropriate guidance in order to demonstrate the expected results, the rules of the game guide can be applied to achieve this learning goal. Therefore, it will be meaningful to analyze the students' learning effectiveness in game based learning in the way of collaborative learning. In this study, we designed a digital history game of Ming Dynasty to apply collaborative learning strategy. The technology acceptance model (TAM) the theory of planned behavior (TPB) are incorporated in the study to hypothesize a complete model to investigate the continuance intention of collaboratively game-based learning environment. The results supported that usefulness, attitude and subjective norm had positive impacts on continued intention to use game-based learning in a collaborative learning environment.
机译:由于信息技术互联网的快速进展,在教育中使用基于游戏的学习,正在支付不断的注意力。学生不仅需要培养自己的能力,也需要毕业后合作的能力。但是,合作必须通过适当的指导来指导,以便展示预期的结果,可以应用游戏指南的规则来实现这一学习目标。因此,分析基于比赛学习的学生的学习效果,以协作学习方式有意义。在这项研究中,我们设计了明代的数字历史游戏,以应用协同学习策略。技术验收模型(TAM)计划行为(TPB)的理论被纳入研究中,假设一个完整的模型来调查基​​于协作的游戏的学习环境的持续意图。结果支持有用性,态度和主观范围对在协作学习环境中使用基于游戏的学习的持续意图具有积极影响。

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