{"title":"Integration of Player Experience for the Acceptance Model of Science, Technology, Engineering and Mathematics Digital Educational Games","authors":"Husna Hafiza Razami, Roslina Ibrahim","doi":"10.1109/TALE54877.2022.00107","DOIUrl":null,"url":null,"abstract":"Despite the acknowledged potential of digital educational games (DEG) such as for learning science, technology, engineering and mathematics (STEM), this instructional tool has yet to receive widely acceptance and usage. There is also a lack of comprehensive acceptance models to predict DEG acceptance in existing studies. Since DEG involve a complex design which requires a well-balanced of learning and entertainment features that fulfil target user needs, this study proposes an acceptance model that integrates player experience (PX) components which are important game characteristics for a successful DEG. From the analysis of past studies, the proposed model which is based on unified theory of acceptance and use of technology (UTAUT) comprises 13 independent variables of students’ intention to use DEG namely performance expectancy, effort expectancy, social influence, learning relevance, attractiveness, enjoyment, challenge, clear goal, learning control, social interaction, feedback, concentration, and immersion. In addition, the effect of three moderators including gender, digital game experience and, adopter categories on the proposed variables will also be investigated.","PeriodicalId":369501,"journal":{"name":"2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TALE54877.2022.00107","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Despite the acknowledged potential of digital educational games (DEG) such as for learning science, technology, engineering and mathematics (STEM), this instructional tool has yet to receive widely acceptance and usage. There is also a lack of comprehensive acceptance models to predict DEG acceptance in existing studies. Since DEG involve a complex design which requires a well-balanced of learning and entertainment features that fulfil target user needs, this study proposes an acceptance model that integrates player experience (PX) components which are important game characteristics for a successful DEG. From the analysis of past studies, the proposed model which is based on unified theory of acceptance and use of technology (UTAUT) comprises 13 independent variables of students’ intention to use DEG namely performance expectancy, effort expectancy, social influence, learning relevance, attractiveness, enjoyment, challenge, clear goal, learning control, social interaction, feedback, concentration, and immersion. In addition, the effect of three moderators including gender, digital game experience and, adopter categories on the proposed variables will also be investigated.