HABITS AND FACTORS AFFECTING UNDERGRADUATES' ACCEPTANCE OF EDUCATIONAL COMPUTER GAMES: A CASE STUDY...

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HABITS AND FACTORS AFFECTING UNDERGRADUATES’ ACCEPTANCE OF EDUCATIONAL COMPUTER GAMES: A CASE STUDY IN A MALAYSIAN UNIVERSITY Roslina Ibrahim 1 ,Azizah Jaafar 2 , Khalili Khalil 3 1 Advanced Informatics School (AIS), Universiti Teknologi Malaysia, Jalan Semarak, 54100, Kuala Lumpur 2 Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, Bangi, Selangor 3 International Islamic University, Gombak, Selangor Malaysia 1 [email protected], 2 [email protected], 3 [email protected] ABSTRACT Educational computer games (ECG) are regarded as the promising teaching and learning tool due to its fun and engagement features as well as preferences of younger generations. Most research have explored on how ECG helps student learn, but little are known on factors contribute to students’ perceptions and acceptance of ECG. It is important to understand how students perceive ECG since they are the main ECG’s stakeholders. This study investigates factors that affect (or do not affect) students to use ECG using seven constructs modified from UTAUT and past researches. Data analysis was done using structural equation modelling (SEM) with both measurement and structural models. Results show that performance expectancy, attitude and enjoyment factors were positively significant towards behavioural intention to use ECG while effort expectancy, self- efficacy and anxiety were found otherwise. The findings are useful for ECG developers to understand their target userspreferences and also for university administration for any integration of technology in the future. KEYWORDS Educational games, structural equation model, acceptance theory, UTAUT 1 INTRODUCTION Educational games are regarded as future teaching and learning (T&L) methods that better suits the preferences of younger generation, as reported by Federation of American Scientists (FAS) [1], [2],[3]. This new generation, growing up in an environment with advanced computer technology, high speed broadband, social networking applications, game consoles, multiplayer online games, online videos and so on, are found to have different preferences in teaching and learning approach [2], [4], [5]. Therefore, many researchers believed that integration of these technologies into their education would enhance their T&L experience and performance [4],[6],[7]. Games are believed to have diverse advantages compared to conventional teaching and learning approach. Gee has proposed that it is able to teach 21 st century skills such as problem solving, critical thinking, collaboration and team working [8],[9]. From the perspective of rich games genre and design opportunities, EG developers have lots of opportunities to develop games based on learning outcomes and theories [10], 404

Transcript of HABITS AND FACTORS AFFECTING UNDERGRADUATES' ACCEPTANCE OF EDUCATIONAL COMPUTER GAMES: A CASE STUDY...

HABITS AND FACTORS AFFECTING UNDERGRADUATES’

ACCEPTANCE OF EDUCATIONAL COMPUTER GAMES: A

CASE STUDY IN A MALAYSIAN UNIVERSITY

Roslina Ibrahim 1,Azizah Jaafar

2, Khalili Khalil

3

1Advanced Informatics School (AIS), Universiti Teknologi Malaysia,

Jalan Semarak, 54100, Kuala Lumpur 2Faculty of Information Science and Technology, Universiti Kebangsaan

Malaysia, Bangi, Selangor 3International Islamic University, Gombak, Selangor Malaysia

[email protected],

[email protected],

[email protected]

ABSTRACT

Educational computer games (ECG) are

regarded as the promising teaching and

learning tool due to its fun and engagement

features as well as preferences of younger

generations. Most research have explored on

how ECG helps student learn, but little are

known on factors contribute to students’

perceptions and acceptance of ECG. It is

important to understand how students

perceive ECG since they are the main

ECG’s stakeholders. This study investigates

factors that affect (or do not affect) students

to use ECG using seven constructs modified

from UTAUT and past researches. Data

analysis was done using structural equation

modelling (SEM) with both measurement

and structural models. Results show that

performance expectancy, attitude and

enjoyment factors were positively

significant towards behavioural intention to

use ECG while effort expectancy, self-

efficacy and anxiety were found otherwise.

The findings are useful for ECG developers

to understand their target users’ preferences

and also for university administration for

any integration of technology in the future. KEYWORDS Educational games, structural equation

model, acceptance theory, UTAUT

1 INTRODUCTION

Educational games are regarded as future

teaching and learning (T&L) methods

that better suits the preferences of

younger generation, as reported by

Federation of American Scientists (FAS)

[1], [2],[3]. This new generation,

growing up in an environment with

advanced computer technology, high

speed broadband, social networking

applications, game consoles, multiplayer

online games, online videos and so on,

are found to have different preferences

in teaching and learning approach [2],

[4], [5]. Therefore, many researchers

believed that integration of these

technologies into their education would

enhance their T&L experience and

performance [4],[6],[7].

Games are believed to have diverse

advantages compared to conventional

teaching and learning approach. Gee has

proposed that it is able to teach 21st

century skills such as problem solving,

critical thinking, collaboration and team

working [8],[9]. From the perspective of

rich games genre and design

opportunities, EG developers have lots

of opportunities to develop games based

on learning outcomes and theories [10],

404

[11], learning styles and learning domain

[5], [12], [13].

Several studies have been done to

investigate the effectiveness of ECG as a

learning tool. Garris et al [5], have found

that EGs are able to help student on

various learning domains such as

cognitive, affective as well as

psychomotor skills. EGs are also found

to increase learning motivation as

demonstrated in [14], [15], [16].

Motivation is among the most important

element in learning, intrinsically or

extrinsically. A study by Garzotto, [17]

revealed that multiplayer online games

provide learning benefits on affective

level as well as knowledge domain.

Other studies also acknowledged the

benefits of using games for learning such

as in [18], [19], [11] that stated game

motivates learning, offer immediate

feedback, support skills, and influences

changes in behavior and attitudes.

However, literatures analysis shows

that, with many studies suggest the

benefits of ECG, there are also studies

that found otherwise. For example, a

study by Egenfeldt-nielsen [20] found

that a popular off the shelf games name

Civilization did not improve student

learning performance but only on

students retention. Another study

reported that most teachers are sceptical

about the use of educational games [21]

while [22] reported that there are no

improvement on students mathematical

problem solving after using educational

games simulation.

Considering the complexity of games

design and features, adjoined with

complexity of subject matter and

anything between the integration, it is

not a surprise to discover the

contradiction of findings. In addition,

ECG research is still in its infancy [4],

therefore many issues are yet to be

tackled and further explored. ECG main

stakeholders (students) opinion on new

T&L approach are rarely being

considered [23] even though it is very

important for decision makers in

leveraging the investment. Therefore,

understanding students’ opinion and

ideas on the technology are seen as a

vital process. This particular study can

also help ECG designers to understand

the design features of better games.

In addition, with such good potential

and promise of ECGs in the past studies;

their adoption, however, are still rather

slow Kebritchi [24]. Kebritchi suggested

the needs to investigate EG acceptance

factors to further understand the reasons

of low adoption rate of EG among

schools despite its positive promise. She

also stated that there is a lack of

literature discussing the matter,

(similarly with [23]). Equally, De-Freitas

[6] discussed the barriers of ECG

adoption including i) familiarity with

games-based software, ii) time to

prepare effective game-based learning,

iii) learners group who like to use this

approach and, iv) cost associated with

application. Thus, acceptance study can

help researchers and practitioners to

understand both specific group of

students and ECG design features.

This study seeks to investigate

students’ acceptance factors of EG. It

can assist EG designers to leverage the

knowledge during the design process as

well as for decision making process.

Students are the most important

stakeholders in education but often left

with no choice when it comes to

teaching and learning approach. It is

happening both in school and institutes

of higher learning (IHL). Thus, we

choose to conduct our study in IHL with

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undergraduate students as our samples.

In our case, the students have good

experience with games [25] and have

their own computers. Universities also

provide free internet access and students

are encouraged to be an active learners.

ECG in his setting should provide them

with active learning experience as a

supplementary to their usual lecture

classes.

This paper is organized as follows:

Section 2 discusses the theoretical

background followed by research

methodology in Section 3. Section 4

discusses the findings and lastly, Section

5 is the discussions and conclusions.

2 THEORETICAL BACKGROUNDS

2.1 Technology Acceptance

Dillon and Morris [26] defined user

acceptance as “demonstrable willingness

within a user group to employ

information technology for the tasks it is

designed to support”. It seeks to

understand the contributing factors that

affect users in deciding whether or not

they will use a system. Those factors can

be from both systems’ factors as well

user’s factors. Systems factors include

its usefulness, ease of use, and

enjoyment while users’ factors are about

users’ background such as experience,

attitude and resources that they have

access. User acceptance inquires about

why people accept a system so that

better methods for design and

development will be employed. It seeks

to extend beyond usability studies that

discuss about designing use friendly

interface into much more deeper

understanding about other factors that

contribute to user acceptance. User

acceptance research seems to

complement usability studies by looking

into wider factors. User acceptance

research also depends on factors such as

usage setting (voluntary or mandatory)

and user background. Lack of user

acceptance understanding can impede

the success of any new technology.

In the field of information systems

(IS), Technology Acceptance Model

(TAM) by Davis [27] is among the most

widely used model in IS. It has been

extensively applied in many types of

information system including job related

applications, business, government, e-

commerce, internet banking, e-learning,

and other online applications. TAM

postulated that usefulness and ease of

use are the main factors to predict user

behavioral intention.

Unified theory of acceptance and use

of technology (UTAUT) is another well

known user acceptance theory.

Venkatesh et al [28] formulated and

empirically validated eight relevant

theories into a unified theory called

Unified Theory of Acceptance and Use

of Technology (UTAUT). The eight

theories are i) Technology Acceptance

Model (TAM), ii) Theory of Planned

Behavior (TPB), iii) Theory of Reasoned

Action (TRA), iv) Social Cognitive

Theory (SCT), v) Model of PC

Utilization (MPCU), vi) Diffusion of

Innovation (DOI), vii) Combined TAM-

TPB, and viii) Motivational Model

(MM). UTAUT have four (4) direct

determinants of user acceptance namely

performance expectancy (PE), effort

expectancy (EE), social influence (SI)

and facilitating conditions (FC) which

are directly related to a dependant

variable, behavioral intention (BI). BI is

related to use behavior. UTAUT also

have four moderators (gender, age,

experience and voluntariness of use) that

moderate relationship between

independent and dependant variables.

Figure 1 is the illustration of UTAUT.

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Figure 1. Unified Theory of Acceptance and

Use of Technology (UTAUT)

2.2 Educational Game Acceptance

Upon extensive review of literatures, it

was found that there are still big gaps

regarding acceptance studies of

educational games. As to date, too little

attention has being given on

investigation on acceptance factors of

EGs. As the matter of fact, only a small

number of studies have being

implemented even on acceptance of

common entertainment computer games.

Considering the fact that both types of

games have different nature and

purposes, obviously different factors will

influence its acceptance. Therefore,

thorough investigations are needed to

better leverage design and

implementation of computer games for

educational purposes.

While studies on educational games

acceptance are limited, several studies

were done on entertainment games

acceptance factors. Hsu and Lu [29]

studied online gaming acceptance using

extended TAM incorporated with social

norm and flow experience. The model

was able to explain about 80% of the

variance. Ease of use was found as key

determinants of online game.

Meanwhile, Ha et al [30] found that

perceived enjoyment was better

predictors than usefulness. Age was

found as key moderator in acceptance of

mobile broadband games.

In the case of educational games,

Bourgonjon et al [23] found that student

preference for educational games are

affected by a number of factors, such as

perceptions of student regarding

usefulness, ease of use, learning

opportunities and experience with video

games in general. Gender effects are

found as well, but mediated by

experience and ease of use. Another

study of EG acceptance among teachers

using DOI theory done by Kebritchi in

[24], found that teachers are ready to

adopt EG provided that the games meet

several requirements such as advantages

(indication of game effectiveness, game

support features, gender-neutral features

and engagement and problem-solving

instruction strategies), compatibility

(game alignment with the state and

national standards, available time for

playing the game, available computers

for playing the game and the teachers’

technology training), complexity (rich

content, attractive game context and

story, adjustment of the game

difficulties), trialability (accessing to a

trial version of the game.

Very recently, Amri [31] have found

that usefulness is significant towards

intention to use EG but ease of use was

found not significant. Table 1 shows the

summary of literature review in games

acceptance studies. However, only three

of the studies investigated the

acceptance of educational game while

the others are on entertainment games.

Table 1: Summary of games acceptance studies

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Author

(Year)

Model

used

Sample (N)/

Technology/

system

Findings

Amri

Yusoff

(2010)

Modified

TAM

53 undergrad

students

Self

developed EG

(Unilink)

Usefulness has direct

effect on intention while

transfer skills, learners

control effect

usefulness. Situated

learning effects ease of

use and Ease of Use

effects usefulness.

Bour-

gonjon et

al

(2010)

Extended

TAM

858 Flemish

schools

students/

Educational

games/ No

system use

Usefulness, ease of use,

learning opportunities

and personal experience

with games have direct

effect on preference

with gender effect

found to be mediated by

experience and ease of

use.

Kebritchi

(2010),

Diffusion

of

innovatio

n (DOI)

3 schools

teachers/

Educational

games/

Dimenxian

Relative advantage,

compatibility,

complexity, trialability

and observability.

Fang and

Zhao

(2010)

Extended

TAM

173 US

university

students/

Several

games genre

Enjoyment and

perceived ease of use.

Two personality traits

(sensation seeking and

self-forgetfulness) have

positive impact on

enjoyment

Fetsche-

rin and

Latte-

mann

(2008)

Extended

TAM

249 second

life users/

Virtual

worlds/Secon

d Life

Community, attitude,

social norms have direct

effect on perceived

usefulness while

anxiety does not, ease

of use effect usefulness

and intention.

Wang and

Wang,

(2008)

Extended

TAM

281

responses/

Online

games/ World

of Warcraft,

Lineage and

Maple Story

Perceived playfulness

on intention based on

gender. Self-efficacy,

perceived playfulness

and BI were all higher

in men while computer

anxiety was higher in

women. No gender

differences on system

characteristics

Due to lack of investigation in EGs

acceptance studies, we seek to explore

the perceptions of Malaysian

undergraduate on using online EGs as

one of their learning approaches. Online

game is one of the most popular

technologies among teenagers including

undergraduate students. This is due to

easy access to computer and internet in

their daily activities. Almost all students

have their own PC or laptop as found by

our survey [25]. Thus we seek to

investigate students’ perceptions towards

this technology to facilitate our further

implementation of educational games.

3 METHODOLOGY

3.1 Proposed Constructs and

Hypothesized Model

Based upon our review as well as

consulting the literatures and studies that

utilized TAM and UTAUT in

educational systems (such as e-learning,

mobile learning and games), we

proposed six (6) constructs (independent

variables) and a dependant variable after

modification and extension of the

original UTAUT. The independent

constructs are performance expectancy,

effort expectancy, attitude, self efficacy,

anxiety and enjoyment. The dependant

construct is behavioral intention. We

omit use behavior construct in this study

since this is a newly explored technology

and no actual use have been experienced

by the students.

3.1.1 Proposed Constructs:

Independent variables

Performance expectancy (PE) is defined

as “the extent to which an individual

believes that using an information

system will help him or her to attain

benefits in job performance”. Since this

definition is more towards job related

environment, we would like to note here

that job performance here is taken as

learning performance. [28] proposed that

PE the main predictor of IS acceptance

is similar with [27]. However, in the

case of games [30] found that it was not

408

significant for online games technology.

In our case, the games are for

educational use that they have to be

useful for the students’ learning. Thus,

we derived our hypothesis as:

H1: Performance Expectancy positively

affects behavioural intention of ECG.

Effort expectancy (EE) is defined as

“the degree of ease associated with the

use of system”. It is considered the

second most important factor in IS

acceptance [27], [32]. It has similar

meaning with ease of use in the TAM

model. Acceptance theory of IS

proposed that in order for any systems to

be well accepted, it has to be easy to use.

This construct is important as an

extension of usability studies that was

done during development phase.

H2: Effort Expectancy positively affects

behavioural intention of ECG.

Attitude (Att) towards using

technology is defined as “individual

behaviour overall affective reaction to

using a system”. Marchewka et al [33]

also proposed that attitude will have

direct effect on behavioural intention,

similar with Davis (1989). Venkatesh et

al (2003) explained that attitude was

significant across many studies. But he

proposed that it is not directly related to

BI. With more studies proposed attitude

to be related to BI, we proposed

similarly.

H3: Attitude positively affects

behavioural intention of ECG.

Self-efficacy (SE) is defined as the

judgement of one’s ability to use a

technology. In this case, it is referred to

educational games. Self efficacy was

proposed as significantly related to

intention as in [34] and [35]. However,

[28] proposed that it is not directly

related to intention. Therefore we seek to

re-examine the factor again. Venkatesh

et al [28] found that SE was not a direct

effect on intention, similarly with few

studies [27] and [36]. With that, our

hypothesis is;

H4: Self-efficacy does not positively

affect behavioural intention of ECG.

Anxiety (Anx) is defined as

emotional fear, apprehension and phobia

felt by individuals towards using the

technology [34]. Individuals with high

degrees of technology anxiety are

expected to have lower degrees of

intention to use the technology. Bertrand

[36] found that anxiety was significantly

related to ease of use. However, new

generations of learners might not have

anxiety towards use of computer games

considering their experiences with those

technologies. Thus, our hypothesis is;

H5: Anxiety does not positively affect

behavioural intention of ECG.

Enjoyment (Enj) is defined as state of

mind or an individual trait. Hsu and Lu

(2007) provided empirical evidences

supporting enjoyment as significantly

related to intention. This is similar with

other studies as well [37], [38] and [34].

Educational games are considered as

both useful and fun applications. Thus,

enjoyment is one of the factors to be

explored in educational games study.

Thus, our hypothesis is;

H6: Enjoyment positively affects

behavioural intention of ECG.

3.1.2 Proposed Constructs: Dependent

Variable

In this study, our dependant variable is

behavioural intention (BI). Behavioural

intention is defined as the indication of

an individual's readiness to perform a

given behavior [39]. He further

explained that behavioral intention will

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lead to a specific behavior. Behavior

means an individual's observable

response in a given situation with respect

to a given target.

3.1.3 Hypothesized model

Based upon analysis of constructs from

the previous section, the hypothesized

model was proposed. Both descriptive

and SEM analysis using confirmatory

factor analysis was performed in this

investigation. The hypothesized model is

shown in Figure 2.

Figure 2. Hypothesized model

3.2 Instrument and Survey Process

A survey instrument was developed

based upon suggestions from past

researches [23], [28], [27]. It consists of

28 indicators, with 3 to 5 indicators for

each construct [40]. It uses Likert’s scale

method using 5 scales ranging from

scale 1 as strongly disagree, 2 as

disagree, 3 as not sure, 4 as agree and 5

as strongly agree.

The ECG use in this study is a self

developed online games prototype for

learning Programming Introductory

subject. It is in line with student

syllabus. For this study, we only

integrate two topics: introduction and

looping. The game consists of 4 games

modules combined in a main module.

Each module has its own levels. Also,

we developed one module of

Programming condensed notes for

students references during game session.

Basically, the games combine both game

design features as well as pedagogical

features.

During the data collection process,

survey respondents were asked to use the

online games for 1 to 2 hours. They were

not given any specific introduction about

the games and they were left to use and

think freely about the games. After they

are ready to fill up the survey, the

questionnaire was given to them. A total

of 180 undergraduate students from

Universiti Teknologi Malaysia (UTM)

Kuala Lumpur and Skudai participated

in the survey. They never had any

experiences in using online computer

games application previously.

4 FINDINGS

4.1 Descriptive Analysis

This analysis is divided into two

categories: respondent background and

cross tabulation between gender and

game play habits. Result of respondent

background is about student demography

and their habits with game play

activities, as shown in Table 2.

Table 2. Result of respondent background

Item Classification (N) %

Gender male

female

88

92

49

51

Course IT/CS

Others

112

68

62

38

CPA 3.00 to 4.00

2.00 to 3.00

missing

133

46

1

74

23

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Year of

study

Year 1

Year 2

Year 3

3

35

142

2

19

79

Frequency

of game

play

Few times a

day/week

Few times a

month/once in a

while

missing

119

60

1

66

33

1

Duration of

game

playing

More than 5 years

3 to 5 years

1 to 2 years

Less than 1 year

Not playing

Missing

106

39

14

10

10

1

59

22

8

5

5

1

Reasons for

playing

games

Fill up free times

For fun

Challenges

Nice graphic

Missing

87

62

22

5

4

49

34

12

3

2

Source of

games

Internet

CD ROM/DVD

Download

Others

Missing

124

21

13

18

4

69

12

7

10

2

Preferred

games genre

Adventure

shooting

sports

Simulation

Simple/card/board

etc

Missing

53

36

22

7

57

5

29

20

12

4

32

3

Games

platform

Computer

Hand phone

Handheld devices

console

others

Missing

128

25

7

13

2

5

71

14

4

7

2

3

The respondents consisted of 88 males

and 92 females (total 180). About 62%

respondents are from IT/CS background

while the others are from engineering.

Result of reliability analysis was

performed on the constructs as shown in

Table 3. All constructs were found to

have adequate alpha value.

Table 3. Reliability analysis (Cronbach’s alpha)

Constructs Indicator Cronbach’s alpha

All items 28 .849

Performance

Expectancy (PE)

4 .842

Effort 4 .845

Expectancy (EE)

Attitude (Att) 4 .815

Self-efficacy (SE) 4 .605

Anxiety (Anx) 4 .887

Enjoyment (Enj) 5 .735

Behavioural

intention (BI)

3 .811

Cross tabulation analysis was performed

to seek differences between genders on

their game play habits. Figure 2 shows

the habits of game play among students.

Figure 2. Cross tabulation between genders and

game playing frequency

Both genders seem to have experience

with games. Most boys were found to

play games few times per days/week

(more than 80%) compared to less than

20% whom play few times a month/once

in a while. Girls have rather a balance

distribution on this matter.

On the duration of game play

experiences, both genders stated that

most of them have experienced of more

than 5 years. Most boys have

experienced more than 5 years, same

goes with girls as shown in Figure 3.

However, girls seem to have a number of

them who have less than 1 year

experience or don’t play games.

Figure 4 shows the reasons why

students play games. Both genders seem

to play games to pass their free time and

for fun reason. Fun is an important

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design feature of games. Most girls play

to fill up free times followed by fun and

the challenges. Boys play to fill up free

time and fun. Only small number of

them gave the reasons of challenge and

nice graphic.

Figure 3. Cross tabulation between genders and

game playing duration.

Figure 4. Cross tabulation between genders and

reasons for game playing.

Looking on the sources of games, both

boys and girls got their games from the

internet. Others sources seem to

contribute very little as shown in figure

5.

On preferred games genre among

students, boys have rather equal

preferences on adventure, shooting,

sports and simple games. On the other

hand, most girls prefer simple games

followed by adventure games. Girls did

not seem to like sports games at all. It is

important to know games preferences for

a specific target group before

introducing any games that might not be

favoured by them. In this case, it is

recommended to focus on simple and

adventure games genre in future ECGs

development. Figure 6 shows the result.

Figure 5. Cross tabulation between genders and

sources of games.

Figure 6. Cross tabulation between genders and

games genre

Lastly, comparison on gender

preferences between games platform,

both gender seems to highly prefer

computer as their platform to play

games. This is may be because all of

them have laptops or notebooks of their

own. The differences between computer

and other platforms (hand phones and

handheld devices) are quite obvious.

Figure 7 shows the results.

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Figure 7. Cross tabulation between genders and

game play platforms

4.2 Structural Equation Modelling

(SEM)

For SEM analysis, we used AMOS

version 18. SEM is defined as the usage

of two or more equations to model a

multivariate relationship. A combination

of a number of equations in a

multivariate analysis is considered a

frontier in scientific method [41]. SEM

consists of two model types,

measurement model and structural

model [40]. Measurement model is for

looking at the correlations between all

variables while the structural model is

for looking at the relationship as

hypothesized by theories.

4.2.1 Measurement Model

Figure 8 is the original measurement

model. Double arrows represent

correlation between variables. Errors

were omitted in the diagram due to space

limitations. The diagram shows that PE,

EE, Att and Enj have an adequate degree

of correlation with BI. However, SE and

Anx were found otherwise. SE has a

rather a low correlation values (0.30)

while Anx is negatively correlated to BI.

This means that SE and Anx are not

predictors to BI in ECG use. SE and Anx

were also found to have low or negative

correlation with other variables.

The model also shows an adequate fit

(refer table 4, MM1). A number of

fitness of indices has to be considered in

both measurement model and structural

model in order to assess the matching

between collected data and hypothesized

model. Three types of fit indices were

used, namely absolute fit, parsimonious

fit as well as incremental fit. The

acceptable value for each fitness indices

[42] is presented in table 3.

From this analysis, all indicators have

high factor loadings except for two (Se1

and Enj2) with loading of less than 0.2.

Thus, we omit these two indicators from

further analysis, in line with

recommendation proposed by [43].

Refer to Figure 8 for original

measurement model (MM1).

Figure 8. Original Measurement Model (MM1)

After omitting Se1 and Enj2 from MM1,

the goodness of fit indices are better fit

to the recommended value. Refer Figure

413

9 for alternative measurement model

(MM2). As shown in Table 4, the

goodness of fit indices is found to be

acceptably high. The alternative model is

found to be a better model to predict

factors of behavioural intention to use

ECG among students. Thus, it will be

used in further analysis.

Figure 9. Alternative Measurement Model

(MM2)

Table 4. Goodness of Fit Indices

Fitness of indices and

Suggested value

Findings

MM 1 MM2

Chi-Square (χ2)

smaller is better

580.886 413.412

Ratio (cmin/df)

Less than 2

1.766 1.487

RMSEA

0.05 &below - perfect

0.05 – 0.08 – good

0.065 0.052

CFI

Close to 1

0.891 0.938

GFI

Close to 1

0.822 0.858

RMSEA (Root Mean Square Error of Approximation), (GFI)

Goodness of fit index, , (CFI) Comparative Fit Index

4.2.2 Structural Model

Based upon MM2 we run structural

model analysis (as shown in Figure 10).

Based on goodness of fit indices value,

the data fits the model well. It shows the

chi-square value of 413.412, ratio of

1.487, GFI of 0.858, CFI of 0.938, PCFI

of 0.802 and NFI of 0.835. RMSEA

value is perfect at 0.052. The model

explains 61 percent of the variances.

Figure 10. Structural Model

Results of hypotheses testing shows that

all of hypotheses were accepted except

for EE towards BI. Table 5 summarizes

the results of hypotheses testing.

Table 5. Results of hypotheses testing

Estimate Decision

H1 BI<--- PE .206* supported

H2 BI<--- EE .084 Not supported

H3 BI<--- Att .311*** supported

H4 BI<--- SE .062 supported

H5 BI<--- Anx .004 supported

H6 BI<--- Enj .211* supported

*p<0.1, **p<0.05, ***p>0.01

As mentioned earlier, H1, H2, H3 and

H6 were hypothesized as positively

related to BI while H4 and H5 were not.

For positive hypotheses, HI, H3 and H6

were found significant while H2 was

414

found otherwise. Thus, Performance

Expectancy, Attitude and Enjoyment

were found significantly related towards

intention to use ECGs. Effort expectancy

however was found as not significant.

In the case of H4 and H5, Self

Efficacy and Anxiety were found to not

positively relate towards intention to use

ECGs. Thus both hypotheses were

accepted.

Three factors were found to be

significantly related to behavioural

intention to use ECG, namely

performance expectancy, attitude and

enjoyment. Attitude was found as the

strongest predictors of intention to use

ECGs, similarly found by [27]. This

shows that the samples have a positive

and strong attitude towards using ECG

for their learning. This can be a good

indicator for any ECG use in the

university in the future. Second predictor

is PE, which means that student found

that the ECG is useful for them. This

findings is similar with [28] and [44].

Thus, future ECG design has to focus on

this feature in order to be better accepted

by the students. Students also found

enjoyment as an important factor in

ECG, as similarly found by [23] and

[30]. Thus, it is important to design and

develop games that comprise of fun

aspect in its design.

Effort expectancy however was found

not significant towards intention to use

even though theories suggested

otherwise. However, few studies also

have similar findings [31] and [45]

studies. This might be because of game

is prototype basis or students’ lack of

experience with similar types of

applications. Another reason might be no

assistance or help provided for game

play session during data collection.

Self-Efficacy and Anxiety were found

not significantly related to intention to

use ECG. This is similar with findings of

other researches such as [34] and [28]. It

is shown that the respondents have an

adequate self efficacy value to use ECG

on their own and they were also found

not to have anxiety with the applications

at all.

5 DISCUSSIONS AND

CONCLUSIONS

This study investigated the habits of game

play and acceptance factors of educational

computer games among undergraduate

students in a Malaysian university.

Educational games are a new technology,

particularly in Malaysia. Thus, before

exploring further on its usage in education, it

is important to know how users are actually

perceived towards the technology. This is to

ensure that the technology will be well

accepted by the users, hence optimized its

utilization.

Through the study we found evidence

that that strongly supports the opinion that

educational computer games (ECGs) have

vast potential as a teaching and learning

tool. Further, three factors were found to

be significantly related to behavioural

intention to use ECGs, namely

performance expectancy, attitude and

enjoyment; while three other factors: effort

expectancy, self-efficacy and anxiety proved

not to be influencing factors to the students.

Attitude was found as the strongest

predictors of intention to use. In other

words students have a positive and

strong attitude towards using ECGs for

their learning. This is a good indicator

for any ECGs use in the university in the

future.

Secondly, as regards the Performance

Expectancy findings, students found that

the ECGs are useful for them and

415

believe that ECGs enhance their learning

performance. Thus, future ECGs design

need to focus on this feature in order to

be relevant and accepted by the students.

The third factor is, fun is an important

design features of games and students

found Enjoyment as an important

element in ECG, Thus, it is important to

design and develop games that comprise

of fun aspects in its design

This study has shown students’

acceptance factors of EGs. It can assist

EGs designers to leverage the

knowledge during the design process as

well as for others in the decision making

process. It is important that we now have

some understanding how students, the main

ECG’s stakeholders, perceive ECGs. The

findings are useful for ECGs developers to

understand their target users’ preferences

and also for university administration for

any integration of technology in the future.

ECGs have distinct advantages

compared to conventional teaching and

learning approach for increasingly

important skills such as problem solving,

critical thinking, collaboration and team

working.

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