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The Application of Digital Game-Based Learning to Idioms Education Acceptance

机译:基于数字游戏的学习在习语接受中的应用

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This study aims to examine the application of digital game-based learning to idioms education. The questionnaire survey demonstrates that "game-based learning" system is suitable for students of different gender and with different experiences. By technology acceptance model (TAM), the researcher further found that perceived ease of use can predict perceived usefulness. Moreover, perceived ease of use and perceived usefulness can predict use intention. Path analysis shows that digital game-based learning acceptance will be "directly" influenced by learners' perceived usefulness. Therefore, usefulness of the system will be the priority to accepting digital game-based learning. When establishing a strategy of digital game-based learning for university students, we should pay more attention to the learning content in order to promote students' use intention and to enhance learning effectiveness.
机译:本研究旨在探讨基于数字游戏的学习在成语教育中的应用。问卷调查表明,“基于游戏的学习”系统适用于不同性别和经历的学生。通过技术接受模型(TAM),研究人员进一步发现,感知的易用性可以预测感知的有用性。此外,感知的易用性和感知的有用性可以预测使用意图。路径分析表明,基于数字游戏的学习接受度将“直接”受到学习者感知有用性的影响。因此,系统的实用性将是接受基于数字游戏的学习的优先事项。在制定大学生基于数字游戏的学习策略时,应更加注意学习内容,以提高学生的使用意愿,提高学习效果。

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