Proceedings of the International Conference on
Software, Knowledge, Information Management and Applications (SKIMA 2013)
Advanced Technology Solutions and Applications in Higher Education and Enterprises
 
(from Chapter 8: Knowledge and Information Management)

 Full Citation and Abstract

Title: Factors influencing serious game acceptance among Thai teenagers
  Author(s): Pradorn Sureephong, Piriyamart Sirichai, Sompon Winya
  Address: College of Arts, Media and Technology, Chiang Mai University, 239 Huaykeaw Rd, Suthep, Muang, Chiang Mai, 50200, Thailand
dorn @ camt.info, piriyamart @ kic.camt.info, sompon @ kic.camt.info
  Reference: SKIMA 2013 Proceedings  pp. 350 - 356
  Abstract/
Summary
The purpose of this research is to evaluate the determinants of student's acceptance of serious game and investigate student's intention to use serious game. A conceptual research framework based on the technology acceptance model (TAM) was modified and employed. The participants were 45 Thai teenagers from Chiang Mai province. They learnt about global water crisis from Aqua Republica game competition. After completing the game, participants were asked to do a questionnaire. The results revealed that Rewarding was identified as a significant determinant of learner's intention to use and help educational practitioners design serious game for learning.
 
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