Learning efficacy and user acceptance of a game-based social skills learning environment

Jean Lee Tan*, Dion Hoe Lian Goh, Rebecca P. Ang, Vivien S. Huan

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

24 Citations (Scopus)

Abstract

The objectives of the research study are to investigate how a game-based learning environment affects the learning outcomes of social skills knowledge and user acceptance of children. Social maladjustment places children at risk in early life as it is integral to many emotional, behavioral and psychological problems. The possible deleterious effects of social skills deficits have underscored the importance placed on social skills programs in schools. To address the issue of acquisition of social skills, a Web-based game, as a specific instantiation of educational games for social skills training in a classroom setting, was developed for this research. Besides studying the effectiveness of the game in promoting social skills knowledge acquisition, the study evaluated user acceptance in the game by exploring the two constructs, perceived playability and perceived playfulness. It demonstrated that increasing playability is the key to success of increasing playfulness and excitement in gameplaying. High level of playability brings about the feelings of being joyful and playful in the users. This study also established the importance of playfulness in shaping user acceptance. In other words, a positive perceived playability had a significant effect on perceived playfulness. Perceived playfulness in turn, had a significant influence on user acceptance.

Original languageEnglish
Pages (from-to)1-19
Number of pages19
JournalInternational Journal of Child-Computer Interaction
Volume9-10
DOIs
Publication statusPublished - Dec 1 2016
Externally publishedYes

Bibliographical note

Publisher Copyright:
© 2016 Elsevier B.V.

ASJC Scopus Subject Areas

  • Education
  • Human-Computer Interaction

Keywords

  • Evaluation methodologies
  • Human–computer interface
  • Information systems
  • Learning efficacy
  • User acceptance

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