A Study of Using Technology Acceptance Model to Explore Collaborative Game-based Learning Effectiveness
碩士 === 靜宜大學 === 資訊管理學系 === 104 === The field of education is continually exploring ways to help learners learn better. Various methods have been used at different times. Today’s younger generations are growing up in an age of computer development; as a result, they are not only familiar with compute...
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ndltd-TW-104PU0003960032017-09-24T04:40:19Z http://ndltd.ncl.edu.tw/handle/12586513119199477886 A Study of Using Technology Acceptance Model to Explore Collaborative Game-based Learning Effectiveness 以科技接受模型探討協同遊戲式學習成效之研究 Jiali Shou 壽佳麗 碩士 靜宜大學 資訊管理學系 104 The field of education is continually exploring ways to help learners learn better. Various methods have been used at different times. Today’s younger generations are growing up in an age of computer development; as a result, they are not only familiar with computers, but also quite comfortable working with computers. In light of this context, using computer games as a learning medium can create new learning opportunities and learning motivation for younger generations growing up in constant contact with computer and video games (Bowman, 1982). This study builds a game-based learning system to help elementary students learn mathematics. The learning system includes a double mode and a single mode from which to choose. In the double mode, learners will engage in collaborative learning. The study compares the learning effectiveness of collaborative learning, the single mode, and the traditional model. In addition, it uses the Technology Acceptance Model (TAM) to evaluate the game system and predict learners’ behaviors. The TAM integrates some external variables, including learners’ characteristics, motivation, and computer self-efficacy. Chia-Chen Lin 林家禎 2015 學位論文 ; thesis 62 en_US |
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碩士 === 靜宜大學 === 資訊管理學系 === 104 === The field of education is continually exploring ways to help learners learn better. Various methods have been used at different times. Today’s younger generations are growing up in an age of computer development; as a result, they are not only familiar with computers, but also quite comfortable working with computers. In light of this context, using computer games as a learning medium can create new learning opportunities and learning motivation for younger generations growing up in constant contact with computer and video games (Bowman, 1982).
This study builds a game-based learning system to help elementary students learn mathematics. The learning system includes a double mode and a single mode from which to choose. In the double mode, learners will engage in collaborative learning. The study compares the learning effectiveness of collaborative learning, the single mode, and the traditional model. In addition, it uses the Technology Acceptance Model (TAM) to evaluate the game system and predict learners’ behaviors. The TAM integrates some external variables, including learners’ characteristics, motivation, and computer self-efficacy.
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Chia-Chen Lin |
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Chia-Chen Lin Jiali Shou 壽佳麗 |
author |
Jiali Shou 壽佳麗 |
spellingShingle |
Jiali Shou 壽佳麗 A Study of Using Technology Acceptance Model to Explore Collaborative Game-based Learning Effectiveness |
author_sort |
Jiali Shou |
title |
A Study of Using Technology Acceptance Model to Explore Collaborative Game-based Learning Effectiveness |
title_short |
A Study of Using Technology Acceptance Model to Explore Collaborative Game-based Learning Effectiveness |
title_full |
A Study of Using Technology Acceptance Model to Explore Collaborative Game-based Learning Effectiveness |
title_fullStr |
A Study of Using Technology Acceptance Model to Explore Collaborative Game-based Learning Effectiveness |
title_full_unstemmed |
A Study of Using Technology Acceptance Model to Explore Collaborative Game-based Learning Effectiveness |
title_sort |
study of using technology acceptance model to explore collaborative game-based learning effectiveness |
publishDate |
2015 |
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http://ndltd.ncl.edu.tw/handle/12586513119199477886 |
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