Soo, Alena Quai Ling (2022) Investigating Factors that Influence Instructors' Use of Digital Games in the English Language Classroom. Final Year Project (Bachelor), Tunku Abdul Rahman University of Management and Technology.
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Abstract
Despite efforts by the Malaysian government to improve the level of English proficiency among students through the implementation of 21st century skills, proficiency remains low. Some factors identified include more focus on grades over meaningful learning, fear of making mistakes, peer judgement, and overall poor attitude towards English. As such, it is suggested the use of digital games to provide a more meaningful learning experience, reduce anxiety, and improve attitudes towards English. In this study, we used constructs found in Technology Acceptance Model (TAM) to investigate the factors that influence instructors’ use of digital games to teach English in the context of higher education. A quantitative approach using a questionnaire based on TAM was used as this study’ primary research instrument. This study found that although there was a relationship between external factors, perceived ease of use, perceived usefulness, attitude and behavioural intention, there was no relationship with instructors’ actual use. It was as such suggested that instructors’ attitude and behavioural intention towards using digital games to teach English may not influence their actual use.
Item Type: | Final Year Project |
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Subjects: | Geography. Anthropology. Recreation > Recreation Leisure > Games. Computer Games Education > Theory and practice of education > Higher Education Language and Literature > English languages |
Faculties: | Faculty of Social Science and Humanities > Bachelor of Arts (Honours) English with Education |
Depositing User: | Library Editor |
Date Deposited: | 03 Nov 2023 10:53 |
Last Modified: | 03 Nov 2023 10:53 |
URI: | https://eprints.tarc.edu.my/id/eprint/26209 |