2017 International Conference on Applied System Innovation (ICASI) 2017
DOI: 10.1109/icasi.2017.7988196
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Modeling the continuance usage intention of game-based learning in the context of collaborative learning

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Cited by 4 publications
(3 citation statements)
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“…The questionnaire used to measure the perceptions of students towards game-based learning in the current study was adapted from a technology acceptance model and may not have captured all relevant factors affecting the use of games for learning. A few studies have considered altering existing technology acceptance models for game-based learning (see Bourgonjon et al., 2010; Hsu & Lu, 2004; Shiue et al., 2017). So far, no known validated questionnaire designed specifically to evaluate the perceptions or acceptance of game-based learning from the viewpoint of students exists.…”
Section: Discussionmentioning
confidence: 99%
“…The questionnaire used to measure the perceptions of students towards game-based learning in the current study was adapted from a technology acceptance model and may not have captured all relevant factors affecting the use of games for learning. A few studies have considered altering existing technology acceptance models for game-based learning (see Bourgonjon et al., 2010; Hsu & Lu, 2004; Shiue et al., 2017). So far, no known validated questionnaire designed specifically to evaluate the perceptions or acceptance of game-based learning from the viewpoint of students exists.…”
Section: Discussionmentioning
confidence: 99%
“…Notably, a user preference survey conducted in a sample of students at Malaysia's Institute of Higher Learning revealed that 60% of the participants preferred playing games using their smartphones (Hashim et al, 2007). Furthermore, there are opportunities for students to learn efficiently and effectively in the context of collaborative game-based learning, as reflected in the collaborative digital history game proposed by (Shiue et al 2017).…”
Section: An Overview Of Web-based Gamesmentioning
confidence: 99%
“…Learning value refers to changes in learner interest and costs associated with perceived task usefulness and importance [104]. Perceived usefulness has significantly favorable effects on attitudes and behavioral intentions [105,106], especially in visual programming environments involving a gamified learning tools [107][108][109][110]. 3.…”
mentioning
confidence: 99%