Investigating elementary students' epistemological beliefs, game preference by applying game-based learning to a history course

被引:0
|
作者
Shiue, Ya-Ming [1 ]
Hsu, Yu-Chiung [2 ]
Liang, Yu-Chen [1 ]
机构
[1] Chia Nan Univ Pharm Sci, Dept Appl Informat & Multimedia, Tainan, Taiwan
[2] Kun Shan Univ, Dept Publ Relat & Advertising, Tainan, Taiwan
关键词
game-based learning; ease of use; usefulness; epistemological beliefs; game preferences; behavioral intention; technology acceptance model; TECHNOLOGY;
D O I
暂无
中图分类号
T [工业技术];
学科分类号
08 ;
摘要
In this study, a game integrated historical events were designed for improving and promoting students' motivation and understanding for history education. For this reason, the epistemological beliefs were incorporated in the model to explorestudents' digital games preference by applying technology acceptance model (TAM). A total of 112 fifth gradestudents in an elementary school were participated in a four-week digital history game learning. A partial least squares (PLS) technique applied to verify that intention to usedigital gameswas directly influenced by students' game preferences and epistemological beliefs. Therefore, educators should recognize and enhance students' epistemological beliefs when implementing the game-based learning, and increasestudents' game learning effectiveness.
引用
收藏
页码:460 / 462
页数:3
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