Primary Education’s Stakeholders Behavioural Intention to use Prospective Game-based Learning for Waste Awareness

Despite some efforts to design games to raise primary school students’ awareness of the waste problems, there is a lack of research studying the directly involved stakeholder’s behavioural intention to use the games. Prior studies have explored the users’ games acceptance of the games that have already been developed. However, we believe that understanding the user’s acceptance from the beginning of the game design process is also crucial. This research investigates the factors that influence the behavioural intention to use prospective game-based learning (GBL) for waste awareness among primary school parents, teachers, and students. An online survey based on the UTAUT 2 was distributed to each stakeholder, supplemented by a video demonstrating an Augmented Reality-based mobile game interaction scenario. The sample of participants included 135 parents, 47 teachers, and 129 primary school students from Malang, Indonesia. The internal consistency of game acceptance from the surveys was evaluated through Kruskall Wallis. Results show that Effort Expectancy is the factor with the highest acceptance value while Facilitating Condition has the lowest value. The three stakeholders argued that the prospective GBL seems easy to play and learn, but in contradiction, the adults are concerned that they cannot assist in teaching how to use the game and cannot provide the necessary technology. The cultural background seems to influence user game acceptance. Indonesians are known to be quite open to new technologies like GBL, although the facilitation condition might be low. Furthermore, there are some significant differences between the student-parent and student-teacher groups, but not in the parent-teacher group. Findings indicated that Indonesian teachers are more ready to adopt GBL than students and their parents. By understanding the perceptions and attitudes of these groups, educators and researchers can develop strategies to address any concerns or doubts they may have and promote the benefits of GBL.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2946
Primary Topic
Educational Methods and Impacts
Type
article
Field-Weighted Citation Impact
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article

Primary Education’s Stakeholders Behavioural Intention to use Prospective Game-based Learning for Waste Awareness

Ima Kusumawati Hidayat, Paulo Noriega, Francisco dos Santos Rebelo
European Conference on Games Based Learning
Educational Methods and Impacts
article

Primary Education’s Stakeholders Behavioural Intention to use Prospective Game-based Learning for Waste Awareness

Ima Kusumawati Hidayat, Paulo Noriega, Francisco dos Santos Rebelo
article en

Abstract

Despite some efforts to design games to raise primary school students’ awareness of the waste problems, there is a lack of research studying the directly involved stakeholder’s behavioural intention to use the games. Prior studies have explored the users’ games acceptance of the games that have already been developed. However, we believe that understanding the user’s acceptance from the beginning of the game design process is also crucial. This research investigates the factors that influence the behavioural intention to use prospective game-based learning (GBL) for waste awareness among primary school parents, teachers, and students. An online survey based on the UTAUT 2 was distributed to each stakeholder, supplemented by a video demonstrating an Augmented Reality-based mobile game interaction scenario. The sample of participants included 135 parents, 47 teachers, and 129 primary school students from Malang, Indonesia. The internal consistency of game acceptance from the surveys was evaluated through Kruskall Wallis. Results show that Effort Expectancy is the factor with the highest acceptance value while Facilitating Condition has the lowest value. The three stakeholders argued that the prospective GBL seems easy to play and learn, but in contradiction, the adults are concerned that they cannot assist in teaching how to use the game and cannot provide the necessary technology. The cultural background seems to influence user game acceptance. Indonesians are known to be quite open to new technologies like GBL, although the facilitation condition might be low. Furthermore, there are some significant differences between the student-parent and student-teacher groups, but not in the parent-teacher group. Findings indicated that Indonesian teachers are more ready to adopt GBL than students and their parents. By understanding the perceptions and attitudes of these groups, educators and researchers can develop strategies to address any concerns or doubts they may have and promote the benefits of GBL.

European Conference on Games Based LearningVol. 18(1)
University of Lisbon (PT)
Quality Education
Openalex Percentile: Top 53%
Educational Methods and Impacts
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