Continued use of an interactive computer game-based visual perception learning system in children with developmental delay

Int J Med Inform. 2017 Nov:107:76-87. doi: 10.1016/j.ijmedinf.2017.09.003. Epub 2017 Sep 14.

Abstract

This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals.

Keywords: Game-based learning systems; Perceived interactivity; Perceived playfulness; Technology acceptance model; Visual perception.

MeSH terms

  • Adult
  • Child
  • Developmental Disabilities / rehabilitation*
  • Female
  • Humans
  • Learning*
  • Male
  • Middle Aged
  • Models, Theoretical*
  • Personal Satisfaction
  • Surveys and Questionnaires
  • Taiwan
  • Video Games*
  • Visual Perception / physiology*
  • Young Adult