2010 10th IEEE International Conference on Advanced Learning Technologies 2010
DOI: 10.1109/icalt.2010.218
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An Analysis of Students' Intention to Use Ubiquitous Video Game-Based Learning System

Abstract: This study analyzed students' 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 … Show more

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Cited by 1 publication
(3 citation statements)
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“…However, only usefulness was significantly related to behavioural intention while ease of use was found otherwise. In [36] found that attitude, playfulness and self-efficacy were the factors related to intention to use ubiquitous video-game based learning. Study done by [37] found performance expectancy, attitude and enjoyment were significant while self efficacy and anxiety were found otherwise.…”
Section: Theories Of User Acceptancementioning
confidence: 99%
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“…However, only usefulness was significantly related to behavioural intention while ease of use was found otherwise. In [36] found that attitude, playfulness and self-efficacy were the factors related to intention to use ubiquitous video-game based learning. Study done by [37] found performance expectancy, attitude and enjoyment were significant while self efficacy and anxiety were found otherwise.…”
Section: Theories Of User Acceptancementioning
confidence: 99%
“…Therefore, we seek to retest the factor in our study. Four measures was proposed for SE as suggested by [28,40]. Even though in [28] found that SE was not a direct Thus, enjoyment is one of the factors to be explored in educational games study.…”
Section: Proposed Constructs: Independent Variablesmentioning
confidence: 99%
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