The rapid improvement of technology and software, combined with the interests of millennials, has led to a boom in the study and development of instructional video games in the 21st century. This boom has led to an increase in the number of millennials interested in these fields. This is due to the fact that games offer a variety of benefits, including the fact that they are pleasant, intriguing, and motivating. A great number of efforts have been started in order to implement this kind of technology into conventional as well as unconventional educational environments. Numerous studies have been conducted on the efficacy of game design; however, academics have paid less attention to other elements that may affect how games are viewed by students. When it comes to information systems, usability research seeks to quantify user experiences with the systems in order to maximise the systems' ease of use or user friendliness, whereas user acceptance research seeks to understand both ease of use and other factors that might affect the user's decision to use the information system. Both types of research are conducted in order to maximise the systems' ease of use or user friendliness. A research model was developed by adding two additional variables, learning opportunity (LO), and enjoyment, with the UTAUT serving as the basis for the construction of the model (Enj).
Educational Games, UTUAT Theory, Learning Opportunity, Enjoyment, games acceptance
Malik Jawarneh "An Enhanced UTAUT Framework for Student's perception on Acceptance of Educational Games" Iconic Research And Engineering Journals Volume 6 Issue 6 2022 Page 254-261
Malik Jawarneh "An Enhanced UTAUT Framework for Student's perception on Acceptance of Educational Games" Iconic Research And Engineering Journals, 6(6)