The Covid 19 pandemic has shifted the teaching approach in higher education institutions from the traditional face-to-face method to online teaching. Teachers and students are far apart at home to complete the teaching and learning process. Out-of-class language activities are severely affected because they are usually performed face-to-face. This study evaluated the suitability and usability of an online Arabic Treasure Hunt conducted on the Microsoft Teams platform. This study is a quantitative study by using a survey approach questionnaire. Forty-six students are the respondents who participated in online treasure hunt activities. All questionnaire items are adapted from the Technology Acceptance Model to meet the study's requirements. The respondent's assessment is based on a five-point Likert scale: 1 = strongly disagree, 2 = disagree, 3 = neutral, 4 = agree, and 5 = strongly agree. The study's primary instrument was a questionnaire placed in the 'Treasure World Adventure' channel in Microsoft Teams for participants to complete after the activity. First, the data tested the validity through the Cronbach's alpha method and then tested the study hypotheses. Data is analysed using IBM SPSS Statistics software. The study found a significant positive relationship between the independent variables and the behavioural intent variable. It reflects the acceptance of the technology used by students. The results also demonstrated a high level of variable reliability. Detailed findings and educational implications have been discussed
CITATION STYLE
Mustapa, A. M., Ghani, S. A., Rahman, M. A., Nawawi, Z., & Kamarudin, M. A. (2022). Evaluation of the online arabic treasure hunt as learning games activities using the technology acceptance model (TAM). In AIP Conference Proceedings (Vol. 2472). American Institute of Physics Inc. https://doi.org/10.1063/5.0092716
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