TY - GEN
T1 - Investigating the factors that influence technology acceptance of an educational game integrating mixed reality and concept maps
AU - Liu, Yu
AU - Liu, Yue
AU - Yue, Kang
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021/7
Y1 - 2021/7
N2 - With the rapid development of mobile learning technologies as well as relevant hardware and software platforms, there is a bright prospect for mixed reality (MR) applying in the field of education. However, appropriate knowledge navigation and concept arrangement methods are urgent to diminish students' cognitive load in the virtual learning environment. In this preliminary study, concept maps were selected as scaffolding tools to help students navigate through the MR learning space, and an educational game prototype named MMRCM integrating MR and concept maps was developed to investigate students' technology acceptance about it. Considering the novelty of this new type of MR application, an extended version of the Technology Acceptance Model (TAM) was constructed with the MR game design elements and the concept map usefulness as external factors. A middle school physics experiment using MMRCM was conducted to help students learn the abstract concepts of friction. The evaluation results showed that the model's external factors have significant correlations with both perceived ease of use and perceived usefulness. The findings indicated explicit intention to use MMRCM, which implied that MR gaming and concept maps could be integrated as an effective instructional tool in science education.
AB - With the rapid development of mobile learning technologies as well as relevant hardware and software platforms, there is a bright prospect for mixed reality (MR) applying in the field of education. However, appropriate knowledge navigation and concept arrangement methods are urgent to diminish students' cognitive load in the virtual learning environment. In this preliminary study, concept maps were selected as scaffolding tools to help students navigate through the MR learning space, and an educational game prototype named MMRCM integrating MR and concept maps was developed to investigate students' technology acceptance about it. Considering the novelty of this new type of MR application, an extended version of the Technology Acceptance Model (TAM) was constructed with the MR game design elements and the concept map usefulness as external factors. A middle school physics experiment using MMRCM was conducted to help students learn the abstract concepts of friction. The evaluation results showed that the model's external factors have significant correlations with both perceived ease of use and perceived usefulness. The findings indicated explicit intention to use MMRCM, which implied that MR gaming and concept maps could be integrated as an effective instructional tool in science education.
KW - Concept map
KW - Game-based learning (GBL)
KW - Mixed reality (MR)
KW - Technology acceptance model (TAM)
UR - http://www.scopus.com/inward/record.url?scp=85114857876&partnerID=8YFLogxK
U2 - 10.1109/ICALT52272.2021.00130
DO - 10.1109/ICALT52272.2021.00130
M3 - Conference contribution
AN - SCOPUS:85114857876
T3 - Proceedings - IEEE 21st International Conference on Advanced Learning Technologies, ICALT 2021
SP - 409
EP - 413
BT - Proceedings - IEEE 21st International Conference on Advanced Learning Technologies, ICALT 2021
A2 - Chang, Maiga
A2 - Chen, Nian-Shing
A2 - Sampson, Demetrios G
A2 - Tlili, Ahmed
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 21st IEEE International Conference on Advanced Learning Technologies, ICALT 2021
Y2 - 12 July 2021 through 15 July 2021
ER -