Predictors of active and inactive learners’ intention to use decision tree-based contextual mobile games for cultivating digital citizenship behaviour

dc.contributor.authorPanjaburee P.
dc.contributor.authorIntarakamhang U.
dc.contributor.authorSrisawasdi N.
dc.contributor.authorPoompimol S.
dc.contributor.authorTapingkae P.
dc.contributor.correspondencePanjaburee P.
dc.contributor.otherMahidol University
dc.date.accessioned2025-04-02T18:12:35Z
dc.date.available2025-04-02T18:12:35Z
dc.date.issued2025-01-01
dc.description.abstractRecently, scholars have suggested artificial intelligence to enhance digital game-based learning by considering applications of the decision tree-based method. However, the technology acceptance model still needs to be determined to reveal findings from active and inactive students. With a validated questionnaire, the stepwise multiple regression technique was used to analyse the data collected from 434 samples in secondary school settings. It was found that active students thought an effective mobile game would include particular situations or tasks and the materials and methods influencing the adjustment of their behaviours. It is interesting to note that active students’ attitudes toward the decision tree-based contextual mobile gaming system are largely influenced by how easy they perceive the use of the system to be. Regarding the findings, this study discusses further implementation by properly developing and implementing the decision tree-based contextual mobile gaming approach to cultivate students’ digital citizenship competencies.
dc.identifier.citationInternational Journal of Mobile Learning and Organisation Vol.19 No.1 (2025) , 1-32
dc.identifier.doi10.1504/IJMLO.2025.143022
dc.identifier.eissn17467268
dc.identifier.issn1746725X
dc.identifier.scopus2-s2.0-105000337603
dc.identifier.urihttps://repository.li.mahidol.ac.th/handle/123456789/108607
dc.rights.holderSCOPUS
dc.subjectComputer Science
dc.subjectSocial Sciences
dc.titlePredictors of active and inactive learners’ intention to use decision tree-based contextual mobile games for cultivating digital citizenship behaviour
dc.typeArticle
mu.datasource.scopushttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=105000337603&origin=inward
oaire.citation.endPage32
oaire.citation.issue1
oaire.citation.startPage1
oaire.citation.titleInternational Journal of Mobile Learning and Organisation
oaire.citation.volume19
oairecerif.author.affiliationKhon Kaen University
oairecerif.author.affiliationMahidol University
oairecerif.author.affiliationSrinakharinwirot University
oairecerif.author.affiliationDigital Education and Learning Engineering Association
oairecerif.author.affiliationBansanpasak School

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