@Article{pakinsight, AUTHOR = {}, TITLE = {Understanding the Impact of Determinants in Game Learning Acceptance: An Empirical Study}, JOURNAL = {International Journal of Education and Practice}, VOLUME = {7}, YEAR = {2019}, NUMBER = {3}, PAGES = {136-145}, URL = {http://www.pakinsight.com/archive/61/03-2019/3}, ISSN = {2310-3868}, ABSTRACT = {This study aimed to integrate Innovation Diffusion Theory (IDT) and Expectation Confirmation Model (ECM) on user intention of game learning. This study framed 10 hypotheses to investigate the objectives of this study. The results of 8 hypotheses were positive and had a significant impact on students’ behavior in the use of game learning. The method used in this research was empirical, with 164 valid respondents. The results found in this research was students’ continued intention in the use of game learning (CI), which was directly influenced by student perceived usefulness (PU), student satisfaction (SAT) and student habitual (HAB) while student satisfaction (SAT) was influenced by student perceived usefulness (PU) and triability (TRA). In addition, the findings of this research were predicted to offer useful validation from the antecedents involved in the process of deciding the user continuous intention in game learning. This research also provided a theoretical framework and understanding of the field of user behavior intention for academia and practitioners, who will benefit from the findings of this study and develop applications/software for a more adequate and competent game learning. }, DOI = {10.18488/journal.61.2019.73.136.145} }