Factors affecting undergraduates' acceptance of educational game: an application of technology acceptance model (TAM)

  • Authors:
  • Roslina Ibrahim;Rasimah Che Mohd Yusoff;Khalili Khalil;Azizah Jaafar

  • Affiliations:
  • Advanced Informatics School, Universiti Teknologi Malaysia, Jalan Semarak, Kuala Lumpur, Malaysia;Advanced Informatics School, Universiti Teknologi Malaysia, Jalan Semarak, Kuala Lumpur, Malaysia;Insitut Teknologi Darul Takzim, Kota Tinggi, Johor, Malaysia;Institute of Visual Informatics, Universiti Kebangsaan Malaysia, Bangi, Selangor, Malaysia

  • Venue:
  • IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
  • Year:
  • 2011

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Abstract

Educational games (EG) are seen as a promising educational technology. This is due to fun and engaging nature of games compared to other media. However, little studies have been done to investigate factors that might affect student's acceptance of EG, especially among undergraduate student. Understanding those factors can assist EG designers in designing better games. This study investigated those factors by applying modified technology acceptance model (TAM). Four (4) factors, namely usefulness, ease of use, attitude and learning opportunity were used. An online survey was done with 63 samples from Universiti Teknologi Malaysia. Data was analyzed using structural equation modeling (SEM) as well as descriptive method. Findings shown that usefulness, ease of use and attitude are significant acceptance factors of EG. Hopefully, this study will enrich literatures regarding EG acceptance factors especially among undergraduate students.