Understanding Factors that Affecting Continuance Usage Intention of Game-Based Learning in the Context of Collaborative Learning

Due to the rapid progress of information technology and the Internet generation of students now on campus, game-based learning (GBL) has become an important issue with regard to education. In addition, in an increasingly competitive work environment, students need to cultivate not only their own abilities, but also the ability to collaborate with colleagues after graduation. However, such collaboration needs to be directed by appropriate guidance in order to demonstrate the expected results, and the rules of the related game guide can be applied to achieve this. Therefore, it is of interest to analyse students’ learning processes in a digital game with a collaborative learning environment. In this study, we designed a digital history game providing collaboration opportunities for learners to solve problems. The partial least squares (PLS) approach was applied to analyse the effects of this collaboration on the attitude towards and willingness to use game learning, in order to validate our research model.

[1]  I. Ajzen,et al.  Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research , 1977 .

[2]  R. Oliver A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions , 1980 .

[3]  James C. Anderson,et al.  STRUCTURAL EQUATION MODELING IN PRACTICE: A REVIEW AND RECOMMENDED TWO-STEP APPROACH , 1988 .

[4]  Fred D. Davis Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..

[5]  I. Ajzen The theory of planned behavior , 1991 .

[6]  Angela M. O'Donnell,et al.  Learning from peers: Beyond the rhetoric of positive results , 1994 .

[7]  Peter A. Todd,et al.  Assessing IT usage: the role of prior experience , 1995 .

[8]  Wynne W. Chin,et al.  Structural equation modeling analysis with small samples using partial least squares , 1999 .

[9]  Anol Bhattacherjee,et al.  Understanding Information Systems Continuance: An Expectation-Confirmation Model , 2001, MIS Q..

[10]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[11]  Robert A. Bartsch,et al.  Effectiveness of PowerPoint presentations in lectures , 2003, Comput. Educ..

[12]  Brigid Barron When Smart Groups Fail , 2003 .

[13]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[14]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[15]  Paul Kearney,et al.  Games for Learning and Learning from Games , 2007, Informatica.

[16]  Barbara L. Grabowski,et al.  Gameplaying for maths learning: cooperative or not? , 2007, Br. J. Educ. Technol..

[17]  Leonard A. Annetta Video Games in Education: Why They Should Be Used and How They Are Being Used , 2008 .

[18]  伊藤 瑞子 Living and learning with new media : summary of findings from the digital youth project , 2009 .

[19]  Heeseok Lee,et al.  Exploring continued online service usage behavior: The roles of self-image congruity and regret , 2009, Comput. Hum. Behav..

[20]  Patricia G. Lange,et al.  Living and Learning with New Media: Summary of Findings from the Digital Youth Project , 2009 .

[21]  F. Paas,et al.  A Cognitive Load Approach to Collaborative Learning: United Brains for Complex Tasks , 2009 .

[22]  Slava Kalyuga,et al.  Evaluating and Managing Cognitive Load in Games , 2009 .

[23]  Marina Papastergiou,et al.  Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..

[24]  Tammy Schellens,et al.  Students' perceptions about the use of video games in the classroom , 2010, Comput. Educ..

[25]  Atsusi Hirumi,et al.  The effects of modern mathematics computer games on mathematics achievement and class motivation , 2010, Comput. Educ..

[26]  Ming-Chi Lee,et al.  Explaining and predicting users' continuance intention toward e-learning: An extension of the expectation-confirmation model , 2010, Comput. Educ..

[27]  Michele D. Dickey Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment , 2011 .

[28]  William R. Watson,et al.  A case study of the in-class use of a video game for teaching high school history , 2011, Comput. Educ..

[29]  Jaime Sánchez,et al.  Problem solving and collaboration using mobile serious games , 2011, Comput. Educ..

[30]  Miguel Nussbaum,et al.  Exploring different technological platforms for supporting co-located collaborative games in the classroom , 2012, Comput. Hum. Behav..

[31]  David C. Yen,et al.  Factors influencing the continuance intention to the usage of Web 2.0: An empirical study , 2012, Comput. Hum. Behav..

[32]  Lori Baker-Eveleth,et al.  Students' expectation, confirmation, and continuance intention to use electronic textbooks , 2013, Comput. Hum. Behav..

[33]  Gwo-Jen Hwang,et al.  A collaborative game-based learning approach to improving students' learning performance in science courses , 2013, Comput. Educ..

[34]  Claudia Schrader,et al.  Learning with quizzes, simulations, and adventures: Students' attitudes, perceptions and intentions to learn with different types of serious games , 2015, Comput. Educ..

[35]  Yong-Ming Huang,et al.  Using the UTAUT Model to Examine the Acceptance Behavior of Synchronous Collaboration to Support Peer Translation. , 2015 .

[36]  C. Kinzer,et al.  Foundations of Game-Based Learning , 2015 .

[37]  Gwo-Jen Hwang,et al.  A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses , 2015, Comput. Educ..

[38]  Niwat Srisawasdi,et al.  A Learning Cycle Approach to Developing Educational Computer Game for Improving Students' Learning and Awareness in Electric Energy Consumption and Conservation , 2015, J. Educ. Technol. Soc..

[39]  Christian Fernando Libaque Saenz,et al.  An expectation-confirmation model of continuance intention to use mobile instant messaging , 2016, Telematics Informatics.

[40]  Victor Law,et al.  Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation , 2016, Comput. Hum. Behav..

[41]  Dong-Hee Shin,et al.  Understanding information proactiveness and the content management system adoption in pre-implementation stage , 2016, Comput. Hum. Behav..

[42]  J. Charterina,et al.  Business simulation games with and without supervision: An analysis based on the TAM model , 2016 .

[43]  Yen-Chun Chen Empirical Study on the Effect of Digital Game-Based Instruction on Students' Learning Motivation and Achievement. , 2017 .

[44]  Asimina Vasalou,et al.  Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play , 2017, Comput. Educ..

[45]  Chaoyun Liang,et al.  Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness , 2017, Comput. Hum. Behav..