Abstract
This study aims to examine the application of digital game-based learning to idioms education. The questionnaire survey demonstrates that "game-based learning" system is suitable for students of different gender and with different experiences. By technology acceptance model (TAM), the researcher further found that perceived ease of use can predict perceived usefulness. Moreover, perceived ease of use and perceived usefulness can predict use intention. Path analysis shows that digital game-based learning acceptance will be "directly" influenced by learners' perceived usefulness. Therefore, usefulness of the system will be the priority to accepting digital game-based learning. When establishing a strategy of digital game-based learning for university students, we should pay more attention to the learning content in order to promote students' use intention and to enhance learning effectiveness. © 2011 Springer-Verlag.
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Kuo, S. H., Lou, S. J., Hsin, T. H., & Dzan, W. Y. (2011). The application of digital game-based learning to idioms education acceptance. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6872 LNCS, pp. 435–439). https://doi.org/10.1007/978-3-642-23456-9_78
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