Chapter 8: Knowledge and Information Management
Title: Factors influencing serious game acceptance among Thai teenagers
Author(s): Pradorn Sureephong, Piriyamart Sirichai, Sompon Winya
Address: College of Arts, Media and Technology, Chiang Mai University, 239 Huaykeaw Rd, Suthep, Muang, Chiang Mai, 50200, Thailand | College of Arts, Media and Technology, Chiang Mai University, 239 Huaykeaw Rd, Suthep, Muang, Chiang Mai, 50200, Thailand | College of Arts, Media and Technology, Chiang Mai University, 239 Huaykeaw Rd, Suthep, Muang, Chiang Mai, 50200, Thailand
Reference: Software, Knowledge, Information Management and Applications (SKIMA 2013) pp. 350 - 356
Abstract/Summary: The purpose of this research is to evaluate the determinants of student's acceptance of serious game and investigate student's intention to use serious game. A conceptual research framework based on the technology acceptance model (TAM) was modified and employed. The participants were 45 Thai teenagers from Chiang Mai province. They learnt about global water crisis from Aqua Republica game competition. After completing the game, participants were asked to do a questionnaire. The results revealed that Rewarding was identified as a significant determinant of learner's intention to use and help educational practitioners design serious game for learning.
Order a copy of this article