Graduate Research and Discovery Symposium (GRADS)
Document Type
Poster
Publication Date
4-1-2019
Abstract
This study was designed to replicate and extend Bourgonjon et al. (2010)’s study on the factors predicting students' acceptance for using video games in the classrooms. In this study, an Exploratory Factor Analysis (EFA) and reliability test were conducted to validate the adapted instrument using the data collected from 371 participants. Then, a path model was formulated to examine the factors predicting players' preference for using MMORPGs to learn L2 English vocabulary. The results show that the factor of perceived learning opportunities is the most important factor in predicting players' preference, meaning that players would prefer to use MMORPGs to learn vocabulary if they think MMORPGs can provide opportunities to learn. In addition, the factor of perceived ease of use has an indirect influence on players' preference through learning opportunities. I expect that this study, along with further research in this area, will help teachers integrate MMORPGs or related game mechanics into their regular instruction to provide increased engagement and interaction opportunities to English language learners.
Recommended Citation
Li, Juan, "Predictive Factors of Players' Acceptance of Using Massively Multiplayer Online Role-Playing Games (MMORPGs) to acquire English as a Second Language" (2019). Graduate Research and Discovery Symposium (GRADS). 254.
https://open.clemson.edu/grads_symposium/254