Journal
DESIGN, USER EXPERIENCE, AND USABILITY: DESIGN FOR EMOTION, WELL-BEING AND HEALTH, LEARNING, AND CULTURE, PT II
Volume 13322, Issue -, Pages 265-278Publisher
SPRINGER INTERNATIONAL PUBLISHING AG
DOI: 10.1007/978-3-031-05900-1_18
Keywords
Children's game acceptance; UTAUT 2; Game-based learning; Waste problem
Categories
Funding
- research center CIAUD, Lisbon School of Architecture, Universidade de Lisboa, Portugal [UID/EAT/4008/2020, UIDB/50009/2020]
- Universitas Negeri Malang, Indonesia
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This study aims to examine children's acceptance of a game-based learning approach to the waste problem through interaction scenario videos. The results show that students are confident in the app's ease of use and enjoyment. However, they may not intend to use the game regularly.
To develop a new digital game for children effectively, we must first recognize the underlying at which point the stakeholders accept to take this media. Prior research has shown that integrating games into education can lead to a more engaging way of learning. However, adding new interactions from a social problem like prolonged littering habits to game design concepts might not easily be accepted. This study attempts to examine the children's acceptance of the expected Game-Based Learning for the waste problem through interaction scenario's video using Unified Theory of Acceptance and Use of Technology 2 (UTAUT 2) approach. It is still relatively rare for other studies to apply UTAUT 2 with the young audience of primary school students, especially to find out their acceptance of a game concept. In total, 129 primary school students in Greater Malang, East Java, Indonesia was involved in this study. The result shows that the highest scores are on the Effort Expectancy (84,9%) and Hedonic Motivation (82.9%). These scores show that students are confident in the app's ease of use and enjoyment. On the other hand, the result also indicates that in order to be accepted by children, the game designer should carefully pay attention to the user's Facilitating Conditions. Further, on Behavioral Intention, although there is a perception that using the game will be easy and pleasant (Hedonic Motivation) students perceive that using the game on a more regular basis may not be their intention.
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