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A Path Analysis of Players' Perception of Using Massively Multiplayer Role-Playing Games (MMORPGs) to Learn Second Language (L2) English Vocabulary
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, Clemson University, United States

Society for Information Technology & Teacher Education International Conference, in Las Vegas, NV, United States ISBN 978-1-939797-37-7 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

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.

Citation

Li, J. (2019). A Path Analysis of Players' Perception of Using Massively Multiplayer Role-Playing Games (MMORPGs) to Learn Second Language (L2) English Vocabulary. In K. Graziano (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1931-1937). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved January 28, 2020 from .

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