Engaging girls with computers through software games
Communications of the ACM
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Designing exploratory design games: a framework for participation in Participatory Design?
Proceedings of the ninth conference on Participatory design: Expanding boundaries in design - Volume 1
Digital Game-Based Learning
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
What can Children Learn through Game-based Learning Systems?
DIGITEL '07 Proceedings of the The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Adaptive digital game-based learning framework
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Students' perceptions about the use of video games in the classroom
Computers & Education
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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.