技术接受模型:UASBN教育游戏中的人机交互分析

Rini Agustina, Enike Dwi Kusumawati, Faisal Amri, D. Suprianto
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引用次数: 0

摘要

Ujian akir Sekolah Berstandar national (UASBN)教育游戏的设计是为了训练学生面对六年级的期末考试。在执行这款教育游戏之前,必须首先测试用户对所创造的技术或人机交互(HCI)方面的接受程度。共有173名学生测试了这个教育游戏,然后根据技术接受模型(TAM)的标准收集数据。测量标准包括感知有用性(TPU)和感知易用性(TPE)变量,每个变量都具有功能性(TFL),可及性(TAC)和学习目标取向(TLGO)方面。相反,因变量是行为意向(TBI)。采用SEM (AMOS)和SPSS统计软件包对本HCI评价研究进行分析。问卷共21个问题,收集必要的数据进行分析。估计结果表明,TAM的每个组成部分的贡献相当显著。总的来说,用户对UASBN教育游戏的接受度是一个TPE变量,对UASBN人机交互游戏贡献了39%。同时,TPU变量及其变体对人机交互游戏UASBN的贡献率为73%,TBI对人机交互游戏UASBN教育的贡献率为50.4%。这表明,通过技术接受模型标准与教育游戏的人机交互贡献了50.4%,而本研究未提出的其他变量贡献了49.6%。这说明用户能够很好地满足学生游戏训练的教育要求,并产生良好的效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Technology Acceptance Model: An Analysis of Human-Computer Interaction in The UASBN Educational Game
The Ujian Akhir Sekolah Berstandar Nasional (UASBN) educational game is designed as a means of training for students to face school final exams in 6th grade. Before implementing this educational game, it must be tested first related to user acceptance of the technology created or from the human-computer interaction (HCI) side. A total of 173 students tested this educational game, and then data was collected based on the criteria from the Technology Acceptance Model (TAM). The measurement criteria include Perceived Usefulness (TPU) and Perceived Ease of Use (TPE) variables, each of which has aspects of functionality (TFL), accessibility (TAC), and Learning Goal Orientation (TLGO). In contrast, the dependent variable is Behaviour Intention (TBI). The SEM (AMOS) and SPSS statistical packages were used to analyze this HCI evaluation study. A questionnaire with 21 questions was used to collect the necessary data for analysis. The findings of the estimation demonstrate that each component of TAM contributes pretty significantly. In total, user acceptance of the UASBN educational game is a TPE variable contributing 39% to the UASBN human-computer interaction game. Meanwhile, the TPU variable and its variants contributed 73% to the human-computer interaction game UASBN, and Meanwhile, TBI gave a role of 50.4% to the human-computer interaction game UASBN education. This shows that human-computer interaction with educational games through the technology acceptance model criteria contributed 50.4%, while 49.6% was contributed by other variables not raised in this research. This demonstrates that the educational requirements for student gaming training can be satisfactorily met by users and produce favorable outcomes.    
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