Examining Technology Acceptance in a Competitive Educational Game: A Case Study of “NEXT”

dc.contributor國立臺灣師範大學工業教育學系zh_tw
dc.contributor.authorHong, J.C.en_US
dc.contributor.authorShen, Y.C.en_US
dc.date.accessioned2014-10-30T09:33:43Z
dc.date.available2014-10-30T09:33:43Z
dc.date.issued2010-03-31zh_TW
dc.description.abstractThe purpose of the current study was to examine levels of technology acceptance among 20 elementary teachers and to evaluate the differences in rating the acceptance of the online game “Next”. The online game system functioned as an educational instrument and the current study served as a reference for the future research which may evaluate the effectiveness of the instrument. The results suggested that the instrument was generally accepted by the teachers and there was no significant difference in rating the variables of technology acceptance regarding the instrument, including perceived ease of use, perceived usefulness, attitude, usage intentions and concentration.en_US
dc.description.urihttp://140.118.56.225/GCJCE/GCCCE/conf_papers/conference251.pdfzh_TW
dc.identifierntnulib_tp_E0302_02_002zh_TW
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/35340
dc.languageenzh_TW
dc.relationGlobal Chinese Conference on Computers in Education 2010 (GCCCE), Singaporeen_US
dc.subject.othernexten_US
dc.subject.otheronline game systemen_US
dc.titleExamining Technology Acceptance in a Competitive Educational Game: A Case Study of “NEXT”en_US

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