学生使用无处不在的电子游戏学习系统的意向分析

Chunyi Shen, Han-Bin Chang, Wen-Chih Chang, Te-Hua Wang
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引用次数: 2

摘要

本研究分析了学生关于他们使用无处不在的基于视频游戏的学习系统的意图的自我报告。研究对象为30名台湾大学生。他们完成了一份问卷,测量了他们对六个构式的反应,形成了一个基于技术接受模型的研究模型。采用结构方程建模技术对数据进行分析。结果表明,态度和意图与可玩性有显著关系。此外,感知有用性显著地被感知易用性所解释。并对研究的局限性和未来的研究方向进行了讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Analysis of Students' Intention to Use Ubiquitous Video Game-Based Learning System
This study analyzed students’ self-report on their intention to use an ubiquitous video game-based learning system. Participants were 30 college students in Taiwan. They completed a questionnaire measuring their responses to six constructs which formed a research model based on Technology Acceptance Model. Structural Equation Modeling was used as the technique for data analysis. Results showed that attitude and intention were significantly explained by perceived playfulness. Additionally, perceived usefulness was significantly explained by perceived ease of use. Limitation and future research directions are also discussed.
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