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

Jon Chao Hong, Kai Hsin Tai

研究成果: 書貢獻/報告類型會議貢獻

2 引文 斯高帕斯(Scopus)

摘要

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.

原文英語
主出版物標題2011 IEEE International Games Innovation Conference, IGIC 2011
頁面29-30
頁數2
DOIs
出版狀態已發佈 - 2011 十二月 1
事件2011 IEEE International Games Innovation Conference, IGIC 2011 - Orange, CA, 美国
持續時間: 2011 十一月 22011 十一月 3

出版系列

名字2011 IEEE International Games Innovation Conference, IGIC 2011

其他

其他2011 IEEE International Games Innovation Conference, IGIC 2011
國家美国
城市Orange, CA
期間11/11/211/11/3

    指紋

ASJC Scopus subject areas

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

引用此

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