Applying the technology acceptance model to investigate the factors comparing the intention between EIVG and MCG systems

Jon Chao Hong, Kai Hsin Tai

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

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.

Original languageEnglish
Title of host publication2011 IEEE International Games Innovation Conference, IGIC 2011
Pages29-30
Number of pages2
DOIs
Publication statusPublished - 2011 Dec 1
Event2011 IEEE International Games Innovation Conference, IGIC 2011 - Orange, CA, United States
Duration: 2011 Nov 22011 Nov 3

Publication series

Name2011 IEEE International Games Innovation Conference, IGIC 2011

Other

Other2011 IEEE International Games Innovation Conference, IGIC 2011
CountryUnited States
CityOrange, CA
Period11/11/211/11/3

ASJC Scopus subject areas

  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Software

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    Hong, J. C., & Tai, K. H. (2011). Applying the technology acceptance model to investigate the factors comparing the intention between EIVG and MCG systems. In 2011 IEEE International Games Innovation Conference, IGIC 2011 (pp. 29-30). [6115124] (2011 IEEE International Games Innovation Conference, IGIC 2011). https://doi.org/10.1109/IGIC.2011.6115124