• 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