Roslina Ibrahim 1,Azizah Jaafar2, Khalili Khalil3 1 Advanced Informatics School (AIS), Universiti Teknologi Malaysia, Jalan Semarak, 54100, Kuala Lumpur 2 Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, Bangi, Selangor 3 International Islamic University, Gombak, Selangor Malaysia 1 lina@ic.utm.my, 2aj@ftsm.ukm.my, 3khalili@iium.edu.my
ABSTRACT
Educational computer games (ECG) are regarded as the promising teaching and learning tool due to its fun and engagement features as well as preferences of younger generations. Most research have explored on how ECG helps student learn, but little are known on factors contribute to students’ perceptions and acceptance of ECG. It is important to understand how students perceive ECG since they are the main ECG’s stakeholders. This study investigates factors that affect (or do not affect) students to use ECG using seven constructs modified from UTAUT and past researches. Data analysis was done using structural equation modelling (SEM) with both measurement and structural models. Results show that performance expectancy, attitude and enjoyment factors were positively significant towards behavioural intention to use ECG while effort expectancy, selfefficacy and anxiety were found otherwise. The findings are useful for ECG developers to understand their target users’ preferences and also for university administration for any integration of technology in the future.
1 INTRODUCTION Educational games are regarded as future teaching and learning (T&L) methods that better suits the preferences of younger generation, as reported by Federation of American Scientists (FAS) [1], [2],[3]. This new generation, growing up in an environment with advanced computer technology, high speed broadband, social networking applications, game consoles, multiplayer online games, online videos