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Journal of Global Business and Social Entrepreneurship (GBSE)
Vol. 5: No. 14 (March 2019) page 11-21 | www.gbse.com.my | eISSN : 24621714
A QUESTIONNAIRE-BASED APPROACH ON
TECHNOLOGY ACCEPTANCE MODEL FOR MOBILE
DIGITAL GAME-BASED LEARNING
Mohammad Taufiq Abdul Ghani1, Mahizer Hamzah2, Saipolbarin Ramli1, Wan Ab
3 1 2
Aziz Wan Daud , Taj Rijal Muhamad Romli , Nur Najihah Mohamad Mokhtar
1Faculty of Languages and Communication
Universiti Pendidikan Sultan Idris
2Faculty of Human Development
Universiti Pendidikan Sultan Idris
3Centre for Language Studies and Generic Development
Universiti Malaysia Kelantan
Abstract: There is an ongoing debate among researchers and education on whether
traditional teaching methods is still relevant in this era. It is argued that such methods do not
gauge students’ interest towards learning and consequently create low quality of learning and
negative trends. In this regard, researchers have advocated the use of digital games as an
effective medium for learning. It is also argued that the use of digital games can positively
influence the learner’s motivation and help facilitate early intervention. In this study, we used
elements in the Technology Acceptance Model (TAM) to investigate the users’ acceptance
towards the use of mobile digital games for learning Arabic language in the context of higher
education. The quantitative approach based on the Technology Acceptance Model
questionnaire was used as this study’s primary research methodology. The exanimation
focused on four related constructs, Perceived of Usefulness (PU), Perceived Ease of Use (PE),
Behavioural Intention to Use (BI) and Attitude (AT), which were modified to suit the study’s
context. This study also provides a detailed description of each construct and its relevance
toward the issue being studied. This study has presented several approaches that could be
employed to check whether digital games could be used as part of teaching and learning in
tertiary education. Furthermore, this study investigated how the use of digital games achieves
the aims and objectives of the design.
Keywords: Digital game, Game Application, Mobile Technology, Arabic Language Learning,
Teaching and Learning, Technology Acceptance Model, Higher Education Sector
2019 JGBSE
Introduction
In today’s globalised world, the introduction of the latest technological advances has pushed
to introduction of novel, innovative teaching approaches to replace conventional language
learning methodology. The advent of the internet and computer technology has expanded the
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Journal of Global Business and Social Entrepreneurship (GBSE)
Vol. 5: No. 14 (March 2019) page 11-21 | www.gbse.com.my | eISSN : 24621714
possibilities of teaching and learning process especially for Arabic language. Technology
provides teachers with access vast to resources and opportunities, including new language
teaching and learning tools, approaches, and strategies. In the meantime, despite learning
Arabic as a subject in primary and secondary school, a huge number of students in Malaysia
are still unable to master Arabic. Awang et al., (2013) stipulated that students do not have the
confidence to use Arabic both inside and outside of the classroom. According to Teh et al
(2009), students’ lack of proficiency in Arabic language has created a great concern over the
quality of Arabic teaching and learning in Malaysian schools. Moreover, researchers like
(Sardi, 2017) also claimed that the present pedagogical system does not provide students with
the sufficient opportunity to master the necessary language skills. As result, students feel
demotivated and do not want to participate actively in the classroom. Thus, Noor et al., (2016)
posited that to encourage the students to learn Arabic language, teachers should introduce
interesting learning strategy such as independent and active learning through the use of
electronic materials (Samah, 2017).
Digital games can become a form of educational intervention that can positively
influence active learners and motivate to participate actively in the classroom. These games are
deemed as an effective tool which could encourage learning among digital natives. Numerous
scholars, such as Alessi & Trollip, (1984), Baid & Lambert, (2010), Kirikkaya et al., (2010),
Sahrir, (2011) and Hamizul & Rahimi, (2015) have advocated that digital games can become
a good learning tool to motivate students to actively participate in teaching and learning
activities Moreover, studies have shown that the use of digital games could improve student’s
knowledge, create a conducive learning environment, increase students’ engagement
throughout learning the process, as well as develop soft skills such as leadership and decision
making (Paiva et al., 2016; Sung & Hwang, 2013; Hwang et al., 2012; Najdi & Sheikh, 2012;
Lee, J & Hammer, 2011) (Yien et al., 2011; Papastergiou, 2009).
To fulfil this study’s objectives, a questionnaire based on the Technology Acceptance
Model (TAM) was prepared to investigate students’ level of acceptance towards the use of a
mobile digital game for learning Arabic language in higher education. There are four variables
being studied, perceived usefulness, perceived ease of use, attitude and behavioural intention
to use. Tests on Reliability and content validity were performed to ensure the validity and
consistency of the items in the questionnaire.
Theoretical Framework
Instructional technology scholars have introduced numerous theoretical perspectives to
improve understanding on how end users make decisions to use certain technologies. In this
regard, the most common theories on technology application include Theory of Planned
Behaviour (TPB) (Fishbein & Ajzen, 1975), Technology Acceptance Model (TAM) (Davis,
1989), Innovation Diffusion Theory (IDT) (Rogers, 1995), and the Unified Theory of
Acceptance and Use of Technology (UTAUT) (Ventakesh et al., 2003; Ventakesh et al.,2012).
These theories have been used as tools to understand the success or failure of technology
application.
One of the most popular model of technology acceptance is the TAM model. It was
introduced as an extension for the Theory of Reason Action (TRA) (Ajzen & Fishbein, 1980),
hence, it contains some elements of the TRA to explain why a user accepts or rejects the use
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Journal of Global Business and Social Entrepreneurship (GBSE)
Vol. 5: No. 14 (March 2019) page 11-21 | www.gbse.com.my | eISSN : 24621714
of information technology. The TAM model presents two cognitive beliefs, perceived
usefulness and perceived ease of use. It posits that a user’s actual use of information technology
is influenced by aspects such as their behavioural intentions, their perceived usefulness of the
system, attitude, and perceived ease of use of the system. Thus, TAM is considered as the best
model to help increase understanding users’ acceptance of e-learning (Park, 2009; Bourgonjone
et al., 2010) and predict users’ behaviour towards the use of information technology (Legris et
al., 2003).
As mentioned, TAM determines the users’ acceptance of technology, perceived of
usefulness, and perceived ease of use; in this light, perceived of usefulness reflects the extent
of an individual’s belief on how a system could enhance task performance. Meanwhile,
perceived ease of use reflects the extent of an individual belief that the use of a system is easy
and without the need for any strenuous physical and mental effort (Davis, 1989). In addition,
TAM posits that one’s attitude, perceived of usefulness and perceived ease of us directly
determine his/her intention to accept technology. Another important construct in TAM is
individuals’ intention to use technology. It is stipulated that behavioural intention is influenced
by attitude and such intention determines one’s actual use of a technology (Davis, 1989;
Ventakesh et al., 2012). The figure below conceptualises the constructs in the TAM model.
Figure 1: Technology Acceptance Model
Over the years, TAM, as a theory has evolved; Technology Acceptance Model 2
(TAM2) was introduced by called (Ventakesh & Davis, 2000). TAM 2 is different from the
original TAM as the newer model does not include the element of ‘attitude’ despite it is deemed
as a mediator for the impact of perceived of usefulness and perceived ease of use. Furthermore,
TAM2 presents an extended model of the original TAM which incorporates other theoretical
constructs including experience, social influence processes (subjective norm, voluntariness and
image), cognitive instrumental process (job relevance, output quality, and result
demonstrability). The figure below illustrates the constructs in the TAM model.
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Journal of Global Business and Social Entrepreneurship (GBSE)
Vol. 5: No. 14 (March 2019) page 11-21 | www.gbse.com.my | eISSN : 24621714
Figure 2: Technology Acceptance Model 2
Another version of TAM is the Technology Acceptance Model 3 (TAM3) which is a
combination of TAM2 and the determinants of perceived ease of use (Ventakesh & Bala,
2008). TAM3 highlights four constructs individual differences, system characteristics, social
influence and facilitating conditions which determine the perceived of usefulness and perceived
ease of use. According to the TAM3 model, a user’s experiences moderate perceived ease of
use to perceived usefulness, computer anxiety to perceived ease of use and perceived ease of
use to behavioural intention. The figure below shows the constructs in the TAM 3 model.
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