透過您的圖書館登入
IP:3.137.187.233
  • 期刊

高齡學習者使用數位遊戲式學習影響因素之探討

Factors Affecting Older Adult Learners' Usage of Digital Game-Based Learning

摘要


本研究旨在運用高齡者科技接受模式探討高齡者進行數位遊戲式學習的影響因素,主要的研究目的為分析高齡學習者對於使用數位遊戲進行學習的認知程度,以及探討影響高齡者使用數位遊戲式學習的使用行為因素。本研究採用問卷調查法,研究對象為臺灣中部與南部地區四所樂齡學習中心參加手機與平板電腦課程的學員,共計回收202份有效問卷。本研究之統計分析採用最小平方法來驗證高齡者科技接受模式所提出的研究假設。研究結果發現,高齡學習者對數位遊戲式學習的認知有用性表現較好。研究模型檢定之分析結果發現,認知易用性對認知有用性的解釋力最強,科技自我效能最能解釋認知易用性,影響使用態度的構面則以認知有用性為最高,使用態度最能預測高齡學習者使用數位遊戲進行學習的實際行為。根據研究發現,本研究提供建議給高齡教育機構與遊戲開發業者在設計高齡者遊戲式數位學習內容的參考。

並列摘要


The main objective of this study was to investigate factors affecting olden adult learners' usage of digital game-based learning based on the Senior Technology Acceptance Model (STAM). The aims of the research were to analyze older adult learners' perceptions toward using digital games for learning, and identify the factors affecting older adult learners' behavior during the use of digital game-based learning applications. This study employed a survey questionnaire and a structural equation modeling analysis to test the research model. The subjects of the study were 202 older adult learners participating in smartphone/tablet and computer courses at active-aging learning centers in central and southern Taiwan. The research results showed that perceived usefulness of digital game-based learning received the highest score by the participants. The results of STAM model analysis revealed that the perceived ease of use was the strongest predictor of older adult learners' perceived usefulness. Participants' self-efficacy while using the technology exerted the greatest influence on the perceived ease of use, and the perceived usefulness was the significant determinant of participants' attitude toward the digital game-based learning environment. Such attitude yielded a positive influence in the participants' use behavior. Based on the research findings, suggestions are provided for educators in educational institutions for seniors and digital game developers.

延伸閱讀