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    Please use this identifier to cite or link to this item: https://tkuir.lib.tku.edu.tw/dspace/handle/987654321/75522

    Title: An analysis of students' intention to use ubiquitous video game-based learning system
    Authors: Shen, Chun-yi;Chang, Han-bin;Chang, Wen-chih;Wang, Te-hua
    Contributors: 淡江大學教育科技學系
    Keywords: game-based learning;technology acceptance model;ubiquitous learning
    Date: 2010-07-05
    Issue Date: 2012-04-01 23:36:06 (UTC+8)
    Publisher: IEEE Computer Society
    Abstract: This study analyzed students' self-report on their intention to use an ubiquitous video game-based learning system. Participants were 30 college students in Taiwan. They completed a questionnaire measuring their responses to six constructs which formed a research model based on Technology Acceptance Model. Structural Equation Modeling was used as the technique for data analysis. Results showed that attitude and intention were significantly explained by perceived playfulness. Additionally, perceived usefulness was significantly explained by perceived ease of use. Limitation and future research directions are also discussed.
    Relation: Proceedings of the 10th IEEE International Conference on Advanced Learning Technologies, pp.744-745
    DOI: 10.1109/ICALT.2010.218
    Appears in Collections:[Graduate Institute & Department of Educational Technology ] Proceeding

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