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
Link To Document :
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