Modeling the continuance usage intention of game-based learning in the context of collaborative learning

Growing attention is being paid to the use of game-based learning in education, due to the rapid progress of information technology Internet. Students need to cultivate not only their own abilities, but also the ability of collaboration after graduation. However, collaboration must be directed by appropriate guidance in order to demonstrate the expected results, the rules of the game guide can be applied to achieve this learning goal. Therefore, it will be meaningful to analyze the students' learning effectiveness in game based learning in the way of collaborative learning. In this study, we designed a digital history game of Ming Dynasty to apply collaborative learning strategy. The technology acceptance model (TAM) the theory of planned behavior (TPB) are incorporated in the study to hypothesize a complete model to investigate the continuance intention of collaboratively game-based learning environment. The results supported that usefulness, attitude and subjective norm had positive impacts on continued intention to use game-based learning in a collaborative learning environment.

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