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dc.contributor.author한진영-
dc.date.accessioned2019-05-23T02:36:27Z-
dc.date.available2019-05-23T02:36:27Z-
dc.date.issued2018-01-
dc.identifier.citationIMCOM '18 Proceedings of the 12th International Conference on Ubiquitous Information Management and Communication, Article no. 18en_US
dc.identifier.isbn978-1-4503-6385-3-
dc.identifier.urihttps://dl.acm.org/citation.cfm?id=3164635-
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/105838-
dc.description.abstractThis study aims to explore students' motivations for playing educational games. The structural equation modeling (SEM) of data from 591 students in university history classes revealed that perceived enjoyment and satisfaction are significantly associated with students' acceptance and behavioral intention to play educational games, consistent with the predictions of the Technology Acceptance Model. Based on the results, both implications and future studies are addressed.en_US
dc.language.isoen_USen_US
dc.publisherACMen_US
dc.titleStudent Acceptance Model of Educational Games in University Classen_US
dc.typeArticleen_US
dc.identifier.doi10.1145/3164541.3164635-
dc.relation.page1-4-
dc.contributor.googleauthorPark, Eunil-
dc.contributor.googleauthorHan, Jinyoung-
dc.contributor.googleauthorKim, Ki Joon-
dc.contributor.googleauthorCho, Yongwoo-
dc.contributor.googleauthorPobil, Angel P. del-
dc.sector.campusE-
dc.sector.daehakCOLLEGE OF COMPUTING[E]-
dc.sector.departmentDIVISION OF MEDIA, CULTURE, AND DESIGN TECHNOLOGY-
dc.identifier.pidjinyounghan-
Appears in Collections:
COLLEGE OF COMPUTING[E](소프트웨어융합대학) > MEDIA, CULTURE, AND DESIGN TECHNOLOGY(ICT융합학부) > Articles
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