Skip to main content

Advertisement

Log in

Structural Relationships in the Embedding of Role-Play Games in a Class for Japanese Language Proficiency: Towards a Unified View

  • Original research
  • Published:
Technology, Knowledge and Learning Aims and scope Submit manuscript

Abstract

This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200 students who completed a structured self-administered questionnaire, the data from which was analyzed using the Structural Equation Modelling technique via AMOS software version 21. Based on the significant standardized beta coefficients, all the posited hypotheses were well supported, i.e. strong encouragement to perform, effort expectancy, attitude towards use, social influence, and facilitating conditions, all increase the possibility of students’ behavioural intention to use role-play games in class for Japanese language proficiency. Of these five factors, effort expectancy was the strongest contributing predictor. Learning to participate in the classroom role-play game was perceived as easy, and seen to facilitate improvement in Japanese language learning proficiency. Students’ interaction via the role-play games enabled them to be flexible in their learning, and to become skilful in improving their Japanese language learning proficiency. The findings of this study offer valuable insights for language teachers, and the model developed can be utilized as an instrument for further investigative research.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4

Similar content being viewed by others

References

  • Abrizah, A., Mohd, H., & Norliya, A. K. (2015). Resource-sharing through an inter institutional repository. The Electronic Library, 33(4), 730–748.

    Article  Google Scholar 

  • Agrebi, S., & Jallais, J. (2015). Explain the intention to use smartphones for mobile shopping. Journal of Retailing and Consumer Services, 22(2015), 16–23.

    Article  Google Scholar 

  • Ajuwon, G. A., & Popoola, S. O. (2015). Influence of motivational factors on utilisation of internet health information resources by resident doctors in Nigeria. The Electronic Library, 33(1), 103–119.

    Article  Google Scholar 

  • Ajzen, I. (1991). The theory of planned behaviour. Organizational Behaviour and Human Decision Processes, 50(2), 179–211.

    Article  Google Scholar 

  • Ajzen, I., & Fishbein, M. (1980). Understanding attitudes and predicting social behaviour. Upper Saddle River, NJ: Prentice-Hall.

    Google Scholar 

  • Ajzen, I., & Fishbein, M. (2000). Attitudes and the attitude-behaviour relation: Reasoned and automatic processes. In W. Stroebe & M. Hewstone (Eds.), European Review of Social Psychology (pp. 1–33). Hoboken, NJ: Wiley.

    Google Scholar 

  • Ali, A. A., & Fulton, C. (2015). Impact of social networking tools on scholarly communication: A cross-institutional study. The Electronic Library, 33(2), 224–241.

    Article  Google Scholar 

  • Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M. T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers and Education, 53(1), 74–85.

    Article  Google Scholar 

  • Aqueveque, C. (2006). Extrinsic cues and perceived risk: The influence of consumption situation. Journal of Consumer Marketing, 23(5), 237–247.

    Article  Google Scholar 

  • Auter, P. J. (2007). Portable social groups: Willingness to communicate, interpersonal communication gratifications and cell phone use among young adults. International Journal of Mobile Communication, 5(2), 139–156.

    Article  Google Scholar 

  • Bagozzi, R., Yi, Y., & Phillips, L. (1991). Assessing construct validity in organizational research. Administrative Science Quarterly, 36(3), 421–458.

    Article  Google Scholar 

  • Becker, K., & Parker, J. (2014). Methods of design: An overview of game design techniques. In K. Schrier (Ed.), Learning, education and games: Volume one: Curricular and design considerations (pp. 179–198). Pittsburgh: ETC Press.

    Google Scholar 

  • Bentler, P. M. (1990). Comparative fit indexes in structural models. Psychology Bulletin, 107(2), 238–246.

    Article  Google Scholar 

  • Brom, C., Preuss, M., & Klement, D. (2011). Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A Quasi-experimental study. Computers and Education, 57(3), 1971–1988.

    Article  Google Scholar 

  • Byrne, B. M. (2001). Structural equation modeling with AMOS: Basic concepts, applications, and programming. Mahwah, NJ: Lawrence Erlbaum Associates, Inc.

    Google Scholar 

  • Carter, L., & Schaupp, L. C. (2009). Relating acceptance and optimism to e-file adoption. International Journal of Electronic Government Research, 5(3), 62–74.

    Article  Google Scholar 

  • Chang, K., & Chang, C. C. (2009). Library self-service. The Electronic Library, 27(6), 938–949.

    Article  Google Scholar 

  • Chang, C. C., Lin, C. L., Chen, Y. C., & Chin, Y. C. (2009). Predicting information-seeking intention in academic digital libraries. The Electronic Library, 27(3), 448–460.

    Article  Google Scholar 

  • Chang, S., & Tung, F. (2008). An empirical investigation of students’ behavioural intentions to use the online learning course websites. British Journal of Educational Technology, 39(1), 71–83.

    Google Scholar 

  • Chang, H. H., & Wang, I. C. (2008). An investigation of user communication behaviour in computer mediated environments. Computers in Human Behaviour, 24(5), 2336–2356.

    Article  Google Scholar 

  • Chau, P. Y. K., & Hu, P. J. H. (2002). Investigating healthcare professionals’ decisions to accept telemedicine technology: An empirical test of competing theories. Information and Management, 39(4), 297–311.

    Article  Google Scholar 

  • Cheng, Y. M. (2014). Roles of interactivity and usage experience in e-learning acceptance: A longitudinal study. International Journal of Web Information Systems, 10(1), 2–23.

    Article  Google Scholar 

  • Cheung, R. D., & Vogel, D. (2013). Predicting user acceptance of collaborative technologies: An extension of the technology acceptance model for e-learning. Computers and Education, 63(2013), 160–175.

    Article  Google Scholar 

  • Chin, D. B., Blair, K. P., & Schwartz, D. L. (2016). Got game? A choice-based learning assessment of data literacy and visualization skills. Technology, Knowledge and Learning,. doi:10.1007/s10758-016-9279-7.

    Article  Google Scholar 

  • Chiu, H. Y. T., Fang, S. C., & Tseng, C. C. (2010). Early versus potential adopters: Exploring the antecedents of use intention in the context of retail service innovations. International Journal of Retail & Distribution Management, 38(6), 443–445.

    Article  Google Scholar 

  • Chiu, C. M., & Wang, E. T. G. (2008). Understanding web-based learning continuance intention: The role of subjective task value. Information and Management, 45(3), 194–201.

    Article  Google Scholar 

  • Chuang, T. Y., & Chen, W. F. (2009). Effect of computer-based video games on children: An experimental study. Educational Technology and Society, 12(2), 1–10.

    Google Scholar 

  • Coddington, W. (1993). Environmental marketing: Positive strategies for reaching the green consumer. New York: McGraw-Hill.

    Google Scholar 

  • Conner, M., & Armitage, C. J. (1998). Extending the theory of planned behaviour: A review and avenues for further research. Journal of Applied Social Psychology, 28(15), 1429–1464.

    Article  Google Scholar 

  • Cornilliea, F., Clarebouta, G., & Desmet, P. (2012). The role of feedback in foreign language learning through digital role playing games. Procedia-Social and Behavioural Sciences, 34(2012), 49–53.

    Article  Google Scholar 

  • Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–339.

    Article  Google Scholar 

  • Davis, F. D. (1993). User acceptance of information technology: System characteristics, user perceptions and behavioural impacts. International Journal of Man-Machine Studies, 38(3), 475–487.

    Article  Google Scholar 

  • Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35(8), 982–1003.

    Article  Google Scholar 

  • DeMagaad, K., Chew, H. E., Huang, G. X., Khan, M. L., Sreenivasan, A., & LaRose, R. (2013). The use of public computing facilities by library patrons: Demography, motivation and barriers. Government Information Quarterly, 30(1), 110–118.

    Article  Google Scholar 

  • Denham, A. R. (2016). Improving the design of a learning game through intrinsic integration and play testing. Technology, Knowledge and Learning,. doi:10.1007/s10758-016-9280-1.

    Article  Google Scholar 

  • Dulle, F. W., & Minishi-Majanja, M. K. (2011). The suitability of the unified theory of acceptance and use of technology (UTAUT) model in open access adoption studies. Information Development, 27(1), 32–45.

    Article  Google Scholar 

  • El-Gayar, O., Moran, M., & Hawkes, M. (2011). Students’ acceptance of tablet PCs and implications for educational institutions. Educational Technology and Society, 14(2), 58–70.

    Google Scholar 

  • Falloon, G., & Khoo, E. (2014). Exploring young students’ talk in iPad-supported collaborative learning environments. Computers and Education, 77(2014), 13–28.

    Article  Google Scholar 

  • Fay, I. (2014). Playtesting and iterative design: The most important process for making great games. In K. Schrier (Ed.), Learning, education and games: Volume one: Curricular and design considerations (pp. 251–263). Pittsburgh: ETC Press.

    Google Scholar 

  • Fengfeng, K. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers and Education, 51(4), 1609–1620.

    Article  Google Scholar 

  • Fishbein, M., & Ajzen, I. (1975). Belief, attitude, intention and behaviour: An introduction to theory and research. Reading, MA: Addison-Wesley.

    Google Scholar 

  • Fornell, C., & Larcker, D. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39–50.

    Article  Google Scholar 

  • Fu, J., Farn, C., & Chao, W. (2006). Acceptance of electronic tax filing: A study of taxpayer intentions. Information and Management, 43(1), 109–126.

    Article  Google Scholar 

  • Gallego, M. P., Luna, P., & Bueno, S. (2008). User acceptance model of open source software. Computers in Human Behaviour, 24(5), 2199–2216.

    Article  Google Scholar 

  • Gao, L., & Bai, X. (2014). A unified perspective on the factors influencing consumer acceptance of internet of things technology. Asia Pacific Journal of Marketing and Logistics, 26(2), 211–231.

    Article  Google Scholar 

  • Gruzd, A., Staves, K., & Wilk, A. (2012). Connected scholars: Examining the role of social media in research practices of faculty using the UTAUT model. Computers in Human Behaviour, 28(6), 2340–2350.

    Article  Google Scholar 

  • Gu, F., & Widén-Wulff, G. (2011). Scholarly communication and possible changes in the context of social media: A Finnish case study. The Electronic Library, 29(6), 762–776.

    Article  Google Scholar 

  • Hair, J. F., Black, B., Babin, B., Anderson, R. E., & Tatham, R. L. (2010). Multivariate data analysis: A global perspective. New Jersey: Pearson Education Inc.

    Google Scholar 

  • Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2014). A primer on partial least squares structural equation modeling. Thousand Oaks: Sage.

    Google Scholar 

  • Hair, J. F., Ringle, C. M., & Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet. Journal of Marketing Theory and Practice, 19(2), 139–151.

    Article  Google Scholar 

  • Hair, J. F., Sarstedt, M., Ringle, C. M., & Mena, J. A. (2012). An assessment of the use of partial least squares structural equation modeling in marketing research. Journal of the Academy of Marketing Science, 40(3), 414–433.

    Article  Google Scholar 

  • Harris, L. C., & Goode, M. M. H. (2004). The four levels of loyalty and the pivotal role of trust: A study of online service dynamics. Journal of Retailing, 80(2004), 139–158.

    Article  Google Scholar 

  • Horst, M., Kuttschreuter, M., & Gutteling, J. M. (2007). Perceived usefulness, personal experiences, risk perception and trust as determinants of adoption of e-government services in The Netherlands. Computers in Human Behaviour, 23(4), 1838–1852.

    Article  Google Scholar 

  • Hsu, H. H. (2012). The acceptance of Moodle: An empirical study based on UTAUT. Creative Education, 3(8B), 44–46.

    Article  Google Scholar 

  • Hsu, C. L., & Lu, H. P. (2004). Why do people play online games? An extended TAM with social influences and flow experience. Information and Management, 41(7), 853–868.

    Article  Google Scholar 

  • Hsu, C., & Lu, H. (2007). Consumer behaviour in online game communities: A motivational factor perspective. Computers in Human Behaviour, 23(3), 1642–1659.

    Article  Google Scholar 

  • Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T. (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted learning, 25(4), 332–344.

    Article  Google Scholar 

  • Iacobucci, D. (2010). Structural equation modeling: Fit indices, sample size, and advanced topics. Journal of Consumer Psychology, 20(1), 90–98.

    Article  Google Scholar 

  • Ifenthaler, D., & Schweinbenz, V. (2013). The acceptance of Tablet-PCs in classroom instruction: The teachers’ perspectives. Computers in Human Behavior, 29(3), 525–534.

    Article  Google Scholar 

  • Jamil, B., & Wong, C. H. (2010). Factors influencing repurchase intention of smartphones. Journal of Marketing Research, 4(12), 289–294.

    Google Scholar 

  • Kafai, Y. B., Franke, M. L., Ching, C. C., & Shih, J. C. (1998). Game design as an interactive learning environment for fostering students’ and teachers’ mathematical inquiry. International Journal of Computers for Mathematical Learning, 3(1), 149–184.

    Article  Google Scholar 

  • Ke, F., & Im, T. (2013). Virtual-reality-based social interaction training for children with high-functioning autism. The Journal of Educational Research, 106(6), 441–461.

    Article  Google Scholar 

  • Khalifa, M., & Shen, K. N. (2008). Explaining the adoption of transactional B2C mobile commerce. Journal of Enterprise Information Management, 21(2), 110–124.

    Article  Google Scholar 

  • Kim, Y. M. (2010). The adoption of university library web site resources: A multigroup analysis. Journal of the American Society for Information Science and Technology, 61(5), 978–993.

    Article  Google Scholar 

  • Lee, K. C., Kang, I., & Kim, J. S. (2007). Exploring the user interface of negotiation support systems from the user acceptance perspective. Computers in Human Behaviour, 23(1), 220–239.

    Article  Google Scholar 

  • Lee, D. Y., & Lehto, M. R. (2013). User acceptance of YouTube for procedural learning: An extension of the Technology Acceptance Model. Computers and Education, 61(2013), 193–208.

    Article  Google Scholar 

  • Lee, V., & Lin, S. J. (2008). Podcasting acceptance on campus: An extension of the UTAUT model. In DIGIT Proceedings, Paris.

  • Liao, C., Chen, J., & Yen, D. C. (2007). Theory of planning behaviour (TPB) and customer satisfaction in the continued use of e-service: An integrated model. Computers in Human Behaviour, 23(6), 2804–2822.

    Article  Google Scholar 

  • Lin, C. P., & Anol, B. (2008). Learning online social support: An investigation of network information technology based on UTAUT. Cyber Psychology and Behavior, 11(3), 268–272.

    Article  Google Scholar 

  • Liu, C. C., Cheng, Y. B., & Huang, C. W. (2011). The effect of simulation games on the learning of computational problem solving. Computers and Education, 57(3), 1907–1918.

    Article  Google Scholar 

  • Liu, S., Liao, H., & Pratt, J. A. (2009). Impact of media richness and flow on e-learning technology acceptance. Computers and Education, 52(3), 599–607.

    Article  Google Scholar 

  • Liyana, S., & Noorhidawati, A. (2014). How graduate students seek for information: Convenience or guaranteed result? Malaysian Journal of Library and Information Science, 19(2), 1–15.

    Google Scholar 

  • Mason, W. A., Conrey, F. D., & Smith, E. R. (2007). Situating social influence processes: Dynamic, multidirectional flows of influence within social networks. Personality and Social Psychology Review, 11(3), 279–300.

    Article  Google Scholar 

  • Mathieson, K. (1991). Predicting user intention: Comparing the technology acceptance model with the theory of planned behaviour. Information System Research, 2(3), 173–191.

    Article  Google Scholar 

  • McGregor, J. (1993). Effectiveness of role playing and antiracist teaching in reducing student prejudice. The Journal of Educational Research, 86(4), 215–226.

    Article  Google Scholar 

  • Mei, M., Chow, L. H., Chen, J. A., Yeow, P., & Wong, W. (2012). Conceptual paper: Factors affecting the demand of smartphone among young adult. International Journal on Social Science Economics and Art, 10(2), 332–334.

    Google Scholar 

  • Nunnally, J. C., & Bernstein, I. H. (1994). Psychometric theory (3rd ed.). New York: McGraw-Hill.

    Google Scholar 

  • Papastergiou, M. (2009). Digital game-based Learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1–12.

    Article  Google Scholar 

  • Pituch, K. A., & Lee, Y. (2006). The influence of system characteristics on e-learning use. Computers and Education, 47(2), 222–244.

    Article  Google Scholar 

  • Roscoe, J. T. (1975). Fundamental research statistics for the behavioural sciences (2nd ed.). New York: Holt, Rinehart and Winston.

    Google Scholar 

  • Rowlands, I., Nicholas, D., Russell, B., Canty, N., & Watkinson, A. (2011). Social media use in the research workflow. Learned Publishing, 24(3), 183–195.

    Article  Google Scholar 

  • Schaupp, L. C., Carter, L., & McBride, M. E. (2010). E-file adoption: A study of US taxpayers’ intentions. Computers in Human Behavior, 26(4), 636–644.

    Article  Google Scholar 

  • Schiffman, L. G., Kanuk, L. L., & Wisenbut, J. (2009). Consumer behaviour (10th ed.). Upper Saddle River, NJ: Pearson.

    Google Scholar 

  • Shapley, K., Sheehan, D., Maloney, C., & Caranikas-Walker, F. (2011). Effects of technology immersion on middle school students’ learning opportunities and achievement. The Journal of Educational Research, 104(5), 299–315.

    Article  Google Scholar 

  • Shaw, N. (2014). The mediating influence of trust in the adoption of the mobile wallet. Journal of Retailing and Consumer Service, 21(4), 449–459.

    Article  Google Scholar 

  • Singh, K. P., & Gill, M. S. (2015). Role and users’ approach to social networking sites (SNSs): A study of universities of North India. The Electronic Library, 33(1), 19–34.

    Article  Google Scholar 

  • Suki, N. M., & Suki, N. M. (2007). Mobile phone usage for m-learning: Comparing heavy and light mobile phone users. Campus Wide Information System, 24(5), 355–365.

    Article  Google Scholar 

  • Suki N. M., & Suki N. M. (2013). Examining students’ attitudes to the mobile phone as an educational tool. Education Research: Challenges, Training Techniques and Improvements, 33–45.

  • Sumak, B., Polancic, G., & Hericko, M. (2010). An empirical study of virtual learning environment adoption using UTAUT. In Mobile, Hybrid, and On-Line Learning, 2010. ELML’10. Second International Conference, 17–22. IEEE.

  • Tosuntas, S. B., Karadag, E., & Orhan, S. (2015). The factors affecting acceptance and use of interactive whiteboard within the scope of FATIH project: A structural equation model based on the unified theory of acceptance and use of technology. Computers and Education, 81(2015), 169–178.

    Article  Google Scholar 

  • Tung, F. C., & Chang, S. C. (2008). Nursing students’ behavioural intention to use online courses: A questionnaire survey. International Journal of Nursing Studies, 45(9), 1299–1309.

    Article  Google Scholar 

  • Tung, F. C., Chang, S. C., & Chou, C. M. (2008). An extension of trust and TAM model with IDT in the adoption of the electronic logistics information system in HIS in the medical industry. International Journal of Medical Informatics, 77(5), 324–335.

    Article  Google Scholar 

  • Van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS Quarterly, 28(4), 695–704.

    Article  Google Scholar 

  • Van Raaij, E. M., & Schepers, J. J. L. (2008). The acceptance and use of a virtual learning environment in China. Computers and Education, 50(3), 838–852.

    Article  Google Scholar 

  • Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. MIS Quarterly, 27(3), 425–478.

    Article  Google Scholar 

  • Wang, Y. S., & Shih, Y. W. (2009). Why do people use information kiosks? A validation of the unified theory of acceptance and use of technology. Government Information Quarterly, 26(1), 158–165.

    Article  Google Scholar 

  • Yap, V. (2015). New RPG ‘Dragon Blaze’ roars into Malaysia gaming scene. Retrieved 29 October 2015 from http://amanz.net/20153351/new-rpg-dragon-blaze-roars-into-malaysia-gaming-scene/.

  • Ya-Ting, C. Y. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers and Education, 59(2), 365–377.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Norazah Mohd Suki.

Appendix 1

Appendix 1

See Table 7.

Table 7 Measurement items

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Suki, N.M., Suki, N.M. Structural Relationships in the Embedding of Role-Play Games in a Class for Japanese Language Proficiency: Towards a Unified View. Tech Know Learn 24, 65–87 (2019). https://doi.org/10.1007/s10758-016-9294-8

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10758-016-9294-8

Keywords

Navigation