Abstract
There is an ongoing debate among researchers and education on whether traditional teaching methods is still relevant in this era. It is argued that such methods do not gauge students' interest towards learning and consequently create low quality of learning and negative trends. In this regard, researchers have advocated the use of digital games as an effective medium for learning. It is also argued that the use of digital games can positively influence the learner's motivation and help facilitate early intervention. In this study, we used elements in the Technology Acceptance Model (TAM) to investigate the users' acceptance towards the use of mobile digital games for learning Arabic language in the context of higher education. The quantitative approach based on the Technology Acceptance Model questionnaire was used as this study's primary research methodology. The exanimation focused on four related constructs, Perceived of Usefulness (PU), Perceived Ease of Use (PE), Behavioural Intention to Use (BI) and Attitude (AT), which were modified to suit the study's context. This study also provides a detailed description of each construct and its relevance toward the issue being studied. This study has presented several approaches that could be employed to check whether digital games could be used as part of teaching and learning in tertiary education. Furthermore, this study investigated how the use of digital games achieves the aims and objectives of the design.
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CITATION STYLE
Jiang, G., Peng, L., & Liu, R. (2015). Mobile Game Adoption in China: the Role of TAM and Perceived Entertainment, Cost, Similarity and Brand Trust. International Journal of Hybrid Information Technology, 8(4), 213–232. https://doi.org/10.14257/ijhit.2015.8.4.24
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