Studies of educational games (EG) are rapidly growing in recent years due to its promising potential for education. New generation are highly engaged with games technology resulted with many games produced from industry or research. Despite that, student acceptances on games are still low due to issues from both student and games side including effectiveness, matching with syllabus as well as games design. Therefore, it is crucial to understand the factors that contribute to student acceptance of EG in order to produce a better game.This study proposed and validated games acceptance framework with six factors. Data was collected with 180 university students and analyze using descriptive and inferential analysis. Learning Expectancy, Effort ...
Games are a type of vehicle with which society is changing at present-day. But how the games themsel...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
The use of digital games in education is growing. Digital games with their elements of `play' and `c...
Studies on educational games (EG) have shown growing interest among researchers due to the potential...
This study aims to explore students' motivations for playing educational games. The structural e...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Education is the process of teaching, educating and developing strategies of learning through develo...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
Computer games are well-established forms of entertainment which have been shown to promote the deve...
This research introduces a conceptual framework for the design of serious games and uses the Technol...
Computer games are well established forms of entertainment which have been shown to promote t...
Use of educational games is an approach that has potential to change the existing educational method...
Abstract: This study aims to investigate relationships between educational game design dynamics of p...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
Games are a type of vehicle with which society is changing at present-day. But how the games themsel...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
The use of digital games in education is growing. Digital games with their elements of `play' and `c...
Studies on educational games (EG) have shown growing interest among researchers due to the potential...
This study aims to explore students' motivations for playing educational games. The structural e...
Educational games (EG) seem to have lots of potential due to digital games popularity and preference...
Education is the process of teaching, educating and developing strategies of learning through develo...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
Computer games are well-established forms of entertainment which have been shown to promote the deve...
This research introduces a conceptual framework for the design of serious games and uses the Technol...
Computer games are well established forms of entertainment which have been shown to promote t...
Use of educational games is an approach that has potential to change the existing educational method...
Abstract: This study aims to investigate relationships between educational game design dynamics of p...
Game-based learning has been a rapidly expanding field in the 21th century, with research reports pr...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
Games are a type of vehicle with which society is changing at present-day. But how the games themsel...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
The use of digital games in education is growing. Digital games with their elements of `play' and `c...