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Usage Pattern, Perceived Usefulness and Ease of Use of Computer Games among Malaysian Elementary School Students

机译:马来西亚小学生的使用方式,感知的有用性和易于使用的计算机游戏

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ICT and computer games for academic purposes are aggressively promoted among school children in Malaysia. However, no study has investigated the use of computer games among primary school children and whether ease of use and perceived usefulness affected the actual use of computer games. Thus, the purpose of this study was to investigate the usage of computer games among elementary school children in Malaysia by location, school type and gender. Also investigated was whether ease of use and perceived usefulness effected the use of computer games following the prescriptions of the TAM model. The survey method was employed to collect the data and a questionnaire was administered to 201 primary school students from the National, Chinese and Tamil Schools in Penang. Data was analyzed using oneway ANOVA and Pearson correlation. The findings found that computer ownership and internet access by type of school, location and gender were high and were almost equal by percentage. However, the findings revealed that playing of computer games were at low levels among National school students and also by location and gender. In contrast, more than 50% of SKRJC and SKJRT students reported playing computer games at the medium and high levels. Also, students reported low overall perceptions towards perceived usefulness and ease of use of the games towards their academic performance and there were no significant differences in perceived usefulness and ease of use between the groups by demographic factors. However, further analysis by construct revealed that there was a significant difference in perception towards social value by location with students from urban schools reporting higher means, indicating that urban school students were playing the games as part of their social activities. Finally, following the predictions of the TAM model, it was found that Ease of use was significantly correlated to Perceived usefulness and that both ease of use and perceived usefulness were significantly correlated to actual use of the computer games. Thus, the study found that the government ICT policy was successful and that the adoption of computer games for academic purposes could be explained by the TAM model.
机译:在马来西亚的学龄儿童中,积极推广用于学术目的的ICT和计算机游戏。但是,没有研究调查小学生对计算机游戏的使用,以及易用性和感知有用性是否会影响计算机游戏的实际使用。因此,本研究的目的是通过地点,学校类型和性别来调查马来西亚小学生中计算机游戏的使用情况。还研究了易用性和感知有用性是否会按照TAM模型的规定影响计算机游戏的使用。采用调查方法收集数据,并向槟城国立,华文和泰米尔语学校的201名小学生进行了问卷调查。使用单向方差分析和Pearson相关分析数据。调查结果发现,按学校类型,位置和性别划分的计算机所有权和互联网访问率很高,并且百分比几乎相等。但是,调查结果表明,在国立学校学生中,计算机游戏的玩法水平较低,而且按地点和性别的不同。相比之下,超过50%的SKRJC和SKJRT学生报告了中高级玩计算机游戏。此外,学生们对游戏的感知有用性和易用性对其学业表现的总体看法不高,并且根据人口统计学因素,两组之间的感知有用性和易用性之间也没有显着差异。然而,通过结构的进一步分析显示,城市学生对位置的社会价值的感知存在显着差异,城市学生报告的平均收入较高,这表明城市学生在玩游戏是其社会活动的一部分。最后,根据TAM模型的预测,发现易用性与感知有用性显着相关,易用性和感知有用性均与计算机游戏的实际使用显着相关。因此,该研究发现,政府的ICT政策是成功的,并且TAM模型可以解释出于学术目的采用计算机游戏的原因。

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