2017
DOI: 10.12973/ejmste/77949
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Understanding Factors that Affecting Continuance Usage Intention of Game-Based Learning in the Context of Collaborative Learning

Abstract: Due to the rapid progress of information technology and the Internet generation of students now on campus, game-based learning (GBL) has become an important issue with regard to education. In addition, in an increasingly competitive work environment, students need to cultivate not only their own abilities, but also the ability to collaborate with colleagues after graduation. However, such collaboration needs to be directed by appropriate guidance in order to demonstrate the expected results, and the rules of t… Show more

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Cited by 12 publications
(6 citation statements)
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“…They also increase the ability to think abstractly, carefully, and objectively. Importantly, the logic increases intelligence and the ability to think sharply and independently to increase love for truth and avoid mistakes and errors [17], [18].…”
Section: Introductionmentioning
confidence: 99%
“…They also increase the ability to think abstractly, carefully, and objectively. Importantly, the logic increases intelligence and the ability to think sharply and independently to increase love for truth and avoid mistakes and errors [17], [18].…”
Section: Introductionmentioning
confidence: 99%
“…As collaboration promotes social interactions, it appears effective in terms of enhancing communication and peer relationships (Eow et al, 2010). In collaborative learning environments, students are also likely to perceive high satisfaction, enjoyment and usefulness of GBL (Plass et al, 2013;Shiue & Hsu, 2017). Moreover, Admiraal et al (2011) believed that collaboration in GBL is conducive to students' sense of immersion in learning.…”
Section: Collaboration In Gblmentioning
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: Limitations and Future Studiesmentioning
confidence: 99%