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Evaluation of STEM digital educational games using an instrument that integrates technology acceptance and player experience factors.
Husna Hafiza R. Azami
Roslina Ibrahim
Suraya Masrom
Rasimah Che Mohd Yusoff
Suraya Ya'acob
Published in:
CHItaly (2023)
Keyphrases
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technology acceptance
digital educational games
factors influencing
perceived usefulness
technology adoption
factors affecting
factors that affect
service quality
law enforcement
social influence
information systems
e learning
content analysis
computer self efficacy