Integration of Player Experience for the Acceptance Model of Science, Technology, Engineering and Mathematics Digital Educational Games

Husna Hafiza Razami, Roslina Ibrahim
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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.
融合玩家体验的科技工程数学数字教育游戏接受模型
尽管数字教育游戏(DEG)在学习科学、技术、工程和数学(STEM)方面具有公认的潜力,但这种教学工具尚未得到广泛的接受和使用。在现有的研究中,也缺乏综合的接受模型来预测DEG的接受程度。由于DEG涉及复杂的设计,需要平衡学习和娱乐功能,以满足目标用户的需求,因此本研究提出了一个接受模型,该模型集成了玩家体验(PX)组件,这是成功的DEG的重要游戏特征。该模型基于技术接受与使用统一理论(UTAUT),包含学生使用DEG意愿的13个自变量,即表现期望、努力期望、社会影响、学习相关性、吸引力、享受、挑战、明确目标、学习控制、社会互动、反馈、专注和沉浸。此外,还将调查性别、数字游戏体验和采用者类别等三个调节因素对所提议变量的影响。
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