USING TECHNOLOGY ACCEPTANCE MODEL TO ANALYSE THE SUCCESSFUL CROWDFUNDING LEARNING GAME CAMPAIGNS

IF 0.5 Q4 EDUCATION & EDUCATIONAL RESEARCH
Hong Huang, Hang Yu, Wanwan Li, Jinxuan Ma
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引用次数: 0

Abstract

Due to the limited opportunities for financial supports to educators, Crowdfunding can be an effective channel to solicit funding sources for educators to develop new learning games. Understanding user perceptions of a successful learning game guided by Technology Acceptance Model (TAM) could help educators to effectively adapt Information Communication Technologies (ICT) in developing more competitive learning games and secure more funding.  This study used a user survey to assess the success of Kickstarter-funded learning game projects. Guided by TAM, the study derives eight perceived assessment dimensions, including three Usefulness dimensions: Representation mode, Narrative, Interaction; four Usability dimensions: Learning provision, Skill building, Rules, Assessment; and one Acceptance dimension: Motivation. The analysis of the online assessment survey (n=115) revealed that successful funded learning game projects are focused on usefulness and usability. Users perceived a wider gap between successful and unsuccessful crowdfunding learning games in Learning Provision, Representation Mode, and Skill building. These enable game-based learning strategies by spelling out game rules that support learning provision in skill building, which is reflected in a detailed and in-depth narrative in a coherent representation layout. According to bivariate and multivariate analysis, among all eight dimensions, Representation mode, Interactivity, Skill building, Rules, Narrative and Learning provision are key factors that significantly associate with entrepreneurial success for the learning game development. A crowdfunding learning game TAM based perception evaluation model was developed based on perceived acceptance, usefulness and usability. This study examines the pedagogical aspects of using TAM to analyze crowdfunding learning games to help educators better use ICT to create new learning games that provide more customized, active, and flexible learning experiences, improve feedback and assessment, and increase involvement and access to game development.
运用技术接受模型分析成功的众筹学习类游戏活动
由于教育工作者获得资金支持的机会有限,众筹可以成为教育工作者寻求资金来源开发新的学习游戏的有效渠道。在技术接受模型(TAM)的指导下,了解用户对成功学习游戏的看法,可以帮助教育工作者有效地适应信息通信技术(ICT),开发更具竞争力的学习游戏,并获得更多的资金。这项研究使用用户调查来评估kickstarter资助的学习游戏项目的成功。在TAM的指导下,本研究衍生出八个感知评估维度,包括三个有用性维度:表征模式、叙事、互动;四个可用性维度:学习提供、技能培养、规则、评估;以及一个接受维度:动机。对在线评估调查(n=115)的分析显示,成功的资助学习游戏项目关注的是有用性和可用性。用户认为成功和不成功的众筹学习游戏在学习提供、表现模式和技能培养方面存在较大差距。它们通过阐明游戏规则来支持技能培养中的学习提供,从而实现基于游戏的学习策略,这反映在连贯的呈现布局中详细而深入的叙述中。根据双变量和多变量分析,在所有8个维度中,表现模式、交互性、技能构建、规则、叙述和学习提供是与学习型游戏开发的创业成功显著相关的关键因素。基于感知接受度、有用性和可用性,构建了基于TAM的众筹学习游戏感知评价模型。本研究考察了使用TAM分析众筹学习游戏的教学方面,以帮助教育工作者更好地利用ICT创建新的学习游戏,提供更定制、更积极、更灵活的学习体验,改善反馈和评估,并增加参与和获得游戏开发。
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来源期刊
Information Technologies and Learning Tools
Information Technologies and Learning Tools EDUCATION & EDUCATIONAL RESEARCH-
自引率
50.00%
发文量
89
审稿时长
40 weeks
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