Understanding Factors that Affecting Continuance Usage Intention of Game-Based Learning in the Context of Collaborative Learning
Ya-Ming Shiue 1, Yu-Chiung Hsu 2 *
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1 Department of Applied Informatics and Multimedia, Chia-Nan University of Pharmacy of Science, Tainan, TAIWAN2 Department of Public Relations and Advertising, Kun-Shan University, Tainan, TAIWAN* Corresponding Author


Due to the rapid progress of information technology and the Internet generation of students now on campus, game-based learning (GBL) has become an important issue with regard to education. In addition, in an increasingly competitive work environment, students need to cultivate not only their own abilities, but also the ability to collaborate with colleagues after graduation. However, such collaboration needs to be directed by appropriate guidance in order to demonstrate the expected results, and the rules of the related game guide can be applied to achieve this. Therefore, it is of interest to analyse students’ learning processes in a digital game with a collaborative learning environment. In this study, we designed a digital history game providing collaboration opportunities for learners to solve problems. The partial least squares (PLS) approach was applied to analyse the effects of this collaboration on the attitude towards and willingness to use game learning, in order to validate our research model.


This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Article Type: Research Article

EURASIA J Math Sci Tech Ed, Volume 13, Issue 10, October 2017, 6445-6455


Publication date: 24 Sep 2017

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