An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience.

Digital educational games (DEGs) are effective learning tools for subjects related to science, technology, engineering, and mathematics (STEM), yet they are still not widely used among students. Existing instruments typically assess player experience (PX) and acceptance separately, even though both...

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Main Authors: R. Azami, Husna Hafiza, Ibrahim, Roslina, Masrom, Suraya, Che Mohd. Yusoff, Rasimah, Yaacob, Suraya
Format: Article
Language:English
Published: Science and Information Organization 2023
Subjects:
Online Access:http://eprints.utm.my/105395/1/HusnaHafizaRAzami2023_AnIntegratedInstrumentforMeasuringScience.pdf
http://eprints.utm.my/105395/
http://dx.doi.org/10.14569/IJACSA.2023.0140858
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Institution: Universiti Teknologi Malaysia
Language: English
id my.utm.105395
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spelling my.utm.1053952024-04-24T06:50:38Z http://eprints.utm.my/105395/ An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience. R. Azami, Husna Hafiza Ibrahim, Roslina Masrom, Suraya Che Mohd. Yusoff, Rasimah Yaacob, Suraya L Education (General) Digital educational games (DEGs) are effective learning tools for subjects related to science, technology, engineering, and mathematics (STEM), yet they are still not widely used among students. Existing instruments typically assess player experience (PX) and acceptance separately, even though both are essential DEG evaluations that can be merged and analyzed concurrently in a thorough manner. This study, therefore, proposes an integrated instrument called DEGAPX that combines fundamental technology acceptance factors with a broad range of PX criteria. The proposed instrument can be used by educators and game designers in the selection and development of DEGs that satisfy the needs of target users. This article describes the process of developing the scale instrument and validating it through two rounds of expert judgment and among students after using three DEGs related to STEM. The proposed instrument, which comprised 15 constructs measured by 67 items, was proven to be reliable and valid. Science and Information Organization 2023 Article PeerReviewed application/pdf en http://eprints.utm.my/105395/1/HusnaHafizaRAzami2023_AnIntegratedInstrumentforMeasuringScience.pdf R. Azami, Husna Hafiza and Ibrahim, Roslina and Masrom, Suraya and Che Mohd. Yusoff, Rasimah and Yaacob, Suraya (2023) An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience. International Journal Of Advanced Computer Science And Applications, 14 (8). pp. 529-539. ISSN 2158-107X http://dx.doi.org/10.14569/IJACSA.2023.0140858 DOI: 10.14569/IJACSA.2023.0140858
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
language English
topic L Education (General)
spellingShingle L Education (General)
R. Azami, Husna Hafiza
Ibrahim, Roslina
Masrom, Suraya
Che Mohd. Yusoff, Rasimah
Yaacob, Suraya
An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience.
description Digital educational games (DEGs) are effective learning tools for subjects related to science, technology, engineering, and mathematics (STEM), yet they are still not widely used among students. Existing instruments typically assess player experience (PX) and acceptance separately, even though both are essential DEG evaluations that can be merged and analyzed concurrently in a thorough manner. This study, therefore, proposes an integrated instrument called DEGAPX that combines fundamental technology acceptance factors with a broad range of PX criteria. The proposed instrument can be used by educators and game designers in the selection and development of DEGs that satisfy the needs of target users. This article describes the process of developing the scale instrument and validating it through two rounds of expert judgment and among students after using three DEGs related to STEM. The proposed instrument, which comprised 15 constructs measured by 67 items, was proven to be reliable and valid.
format Article
author R. Azami, Husna Hafiza
Ibrahim, Roslina
Masrom, Suraya
Che Mohd. Yusoff, Rasimah
Yaacob, Suraya
author_facet R. Azami, Husna Hafiza
Ibrahim, Roslina
Masrom, Suraya
Che Mohd. Yusoff, Rasimah
Yaacob, Suraya
author_sort R. Azami, Husna Hafiza
title An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience.
title_short An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience.
title_full An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience.
title_fullStr An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience.
title_full_unstemmed An integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience.
title_sort integrated instrument for measuring science, technology, engineering, and mathematics: digital educational game acceptance and player experience.
publisher Science and Information Organization
publishDate 2023
url http://eprints.utm.my/105395/1/HusnaHafizaRAzami2023_AnIntegratedInstrumentforMeasuringScience.pdf
http://eprints.utm.my/105395/
http://dx.doi.org/10.14569/IJACSA.2023.0140858
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