Tan Ming Kuang, - and Hanny, Hanny and Setiawan , Santy (2022) Why Do Accounting and Business Lecturers Accept Digital Game-Based Learning? Jurnal Aset (Akuntansi Riset), 14 (1). pp. 100-110. ISSN 2541-0342
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Abstract
Main Purpose - This study aims to modify Technology Acceptance Model (TAM) and examine its efficacy to predict the intention of accounting and business lecturers to accept digital game-based learning (DGBL). Method –This quantitative study applies survey method. Questionnaires was distributed to accounting and business lecturers through various social media using a Google form. Based on data gathered from 258 lecturers, the research model is analyzed with PLS-SEM approach using the SmartPLS version 3.2 program. Main Findings - The results show that lecturers’ intention for adopting DGBL in the classroom is affected directly by several factors: usefulness, subjective norm, and personal innovativeness. Although curriculum effects are not found, its effects appear to be fully mediated by usefulness. This study does not find direct and indirect impact of critical mass on lectures’ intention for adopting DGBL. Theory and Practical Implications – This study underlines the importance of usefulness, learning opportunities, subjective norms, curriculum, and personal innovativeness direct and/or indirectly on acceptance of digital games by business school lecturers. This study also has implications for the significance of social support, the involvement of students and curriculum designers in game development, and training programs that focus on the benefits and learning opportunities students gain when using games for learning to increase lecturers’ inclination to accept DGBL. Novelty - This study may be the first to include critical mass, learning opportunities, subjective norms, curriculum, and personal innovativeness as predictors that affect lectures intention to adopt digital game for accounting and business in higher education.
Item Type: | Article | ||||||||||||||||
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Uncontrolled Keywords: | accounting and business education; digital game-based learning; modified TAM model. | ||||||||||||||||
Subjects: | H Social Sciences > HF Commerce > HF5601 Accounting | ||||||||||||||||
Depositing User: | Perpustakaan Maranatha | ||||||||||||||||
Date Deposited: | 29 Jul 2024 15:32 | ||||||||||||||||
Last Modified: | 29 Jul 2024 15:32 | ||||||||||||||||
URI: | http://repository.maranatha.edu/id/eprint/33073 |
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