Validation of Serious Games Attributes Using the Technology Acceptance Model
Validation of Serious Games Attributes Using the Technology Acceptance Model
The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learner to accept and to use the serious game for learning. These findings are relevant in helping game designers and educational practitioners design serious games for effective learning.
Technology Acceptance Model, Serious games, framework, model, Attributes, Acceptance
978-1-4244-6331-2
45-51
Yusoff, Amri
985fe521-d458-4842-a6c4-4579e8330d06
Crowder, Richard
ddeb646d-cc9e-487b-bd84-e1726d3ac023
Gilbert, Lester
a593729a-9941-4b0a-bb10-1be61673b741
25 March 2010
Yusoff, Amri
985fe521-d458-4842-a6c4-4579e8330d06
Crowder, Richard
ddeb646d-cc9e-487b-bd84-e1726d3ac023
Gilbert, Lester
a593729a-9941-4b0a-bb10-1be61673b741
Yusoff, Amri, Crowder, Richard and Gilbert, Lester
(2010)
Validation of Serious Games Attributes Using the Technology Acceptance Model.
The 2nd International IEEE Conference on Serious Games and Virtual Worlds for serious applications (VSGAMES 2010), Braga, Portugal.
25 - 26 Mar 2010.
.
Record type:
Conference or Workshop Item
(Paper)
Abstract
The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learner to accept and to use the serious game for learning. These findings are relevant in helping game designers and educational practitioners design serious games for effective learning.
Other
vsgames_10_Ver005pub.PDF
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Published date: 25 March 2010
Additional Information:
Event Dates: March 25-26, 2010
Venue - Dates:
The 2nd International IEEE Conference on Serious Games and Virtual Worlds for serious applications (VSGAMES 2010), Braga, Portugal, 2010-03-25 - 2010-03-26
Keywords:
Technology Acceptance Model, Serious games, framework, model, Attributes, Acceptance
Organisations:
Agents, Interactions & Complexity, Electronic & Software Systems
Identifiers
Local EPrints ID: 270809
URI: http://eprints.soton.ac.uk/id/eprint/270809
ISBN: 978-1-4244-6331-2
PURE UUID: dacb83ed-58dd-4193-835f-8091911e0633
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Date deposited: 08 Apr 2010 10:48
Last modified: 14 Mar 2024 09:17
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Contributors
Author:
Amri Yusoff
Author:
Richard Crowder
Author:
Lester Gilbert
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