DocumentCode
2809960
Title
Applying the technology acceptance model to investigate the factors comparing the intention between EIVG and MCG systems
Author
Hong, Jon-Chao ; Tai, Kai-Hsin
Author_Institution
Nat. Taiwan Normal Univ., Taipei, Taiwan
fYear
2011
fDate
2-3 Nov. 2011
Firstpage
29
Lastpage
30
Abstract
This study investigated technology acceptance model of students by using Embodied Interactive Video Games (EIVGs) and Mouse Click Games (MCGs) to learn English tenses. Junior high students (N = 200) were selected, and divided into two groups. Selected students in both EIVG and MCG group have to practice English tenses five times. After the practice, all students have to fill the technology acceptance model questionnaire. The results of this study indicated that students´ attitude and intentions may influence by the Perceived Usefulness. If the game makes students learn more from the content, it will trigger students´ attitude and intention to use game-based learning systems.
Keywords
computer aided instruction; computer games; interactive video; EIVG system; English tense learning; MCG system; embodied interactive video game; game-based learning system; junior high student; mouse click game; technology acceptance model questionnaire; Educational institutions; Games; Graphics; Instruments; Laboratories; Learning systems; Reliability;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Innovation Conference (IGIC), 2011 IEEE International
Conference_Location
Orange, CA
Print_ISBN
978-1-4577-0258-7
Type
conf
DOI
10.1109/IGIC.2011.6115124
Filename
6115124
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