Embedding role play game in japanese language learning process at tertiary level
This study examined the connections between perceived usefulness, perceived ease of use, attitude towards use, and social influence, and behavioural intention to use role-play games in a class for Japanese language proficiency. The subjects were 200 students in a public university in Sabah, Malaysia...
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Main Authors: | , , , , , |
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Format: | Research Report |
Language: | English |
Published: |
Universiti Malaysia Sabah
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Subjects: | |
Online Access: | https://eprints.ums.edu.my/id/eprint/25019/1/Embedding%20role%20play%20game%20in%20japanese%20language%20learning%20process%20at%20tertiary%20level.pdf https://eprints.ums.edu.my/id/eprint/25019/ |
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Institution: | Universiti Malaysia Sabah |
Language: | English |
Summary: | This study examined the connections between perceived usefulness, perceived ease of use, attitude towards use, and social influence, and behavioural intention to use role-play games in a class for Japanese language proficiency. The subjects were 200 students in a public university in Sabah, Malaysia chosen via a structured self-administered questionnaire encompassing closed-ended questions. Data collected was analysed using descriptive statistics and correlation analysis via the Statistical Package for the Social Sciences (SPSS) computer program version 21.0. Next, Structural Equation Modelling technique via Analysis of Moment Structures computer program version 21 was conducted for further analysis. The research results divulged that social influence has the strongest correlation with students' behavioural intention to use role-play games in a class for Japanese language proficiency. A significant proportion of the students have used role-play games in class, besides having strong support and encouragement from lecturers, academic supervisor and senior management of the faculty and university to improve Japanese language learning proficiency. The findings of this study offer valuable insights where uuniversity management needs to make effective use of technology to inspire students' social influence and control beliefs to use more role-play games in class for Japanese language proficiency through effective personalized channels like social networking media. The research makes a significant contribution to a better acumen of the students' behavioural intention to use role-play games in class for Japanese language proficiency, which is marginally touched on in the literature in the Asian context. The dimension developed can also be utilized as an instrument for further investigative research. |
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