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Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings

Research Article

Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students’ Learning Motivation, Attitude, and Satisfaction

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  • @INPROCEEDINGS{10.1007/978-3-030-78448-5_2,
        author={Chun-Hsiung Huang},
        title={Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students’ Learning Motivation, Attitude, and Satisfaction},
        proceedings={Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings},
        proceedings_a={DLI},
        year={2021},
        month={6},
        keywords={Digital Game-Based Learning (DGBL) Learning motivation Learning attitude Learning satisfaction},
        doi={10.1007/978-3-030-78448-5_2}
    }
    
  • Chun-Hsiung Huang
    Year: 2021
    Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students’ Learning Motivation, Attitude, and Satisfaction
    DLI
    Springer
    DOI: 10.1007/978-3-030-78448-5_2
Chun-Hsiung Huang1,*
  • 1: Department of Digital Content Design
*Contact email: huangch@teamail.ltu.edu.tw

Abstract

This study actually produced and developed a computer role-playing game which aimed at 108 first-year college students. It discovered the relationship between the perceptual usefulness and ease of use of digital game-based learning and students’ learning motivation, learning attitude, and learning satisfaction. In this study, a questionnaire survey method was applied to analyze the relationship between the research variables and the input hypothesis verification for the 108 questionnaire data recovered. The following conclusions were obtained: (1) “Usefulness” positively affects “learning motivation,” “learning attitude,” and “learning satisfaction.” (2) “Ease of use” does not affect “learning motivation,” “learning attitude,” and “learning satisfaction.” (3) The research infers that students are now familiar with the operation of computer role-playing games. Whether it is easy to use is not an important consideration. However, in terms of teaching strategies, teachers should pay attention to the usefulness of learners’ perceptions. If the perceptions are useful, teachers can greatly increase the chances of success in teaching, and can enable students to have equivalent learning motivation, attitude, and satisfaction.

Keywords
Digital Game-Based Learning (DGBL) Learning motivation Learning attitude Learning satisfaction
Published
2021-06-28
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-78448-5_2
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