Reason and Emotion: How They Drive Students to Play a Color Game
Yong-Ming Huang 1 *
More Detail
1 Department of Multimedia and Entertainment Science, Southern Taiwan University of Science and Technology, TAIWAN* Corresponding Author

Abstract

Chromatics has been an important subject in design education since colors can make significant differences in the meanings and values of designed objects. However, only a few studies sought to assist students in learning chromatics, let alone to investigate their views on mobile game-based learning of this subject. To remedy these deficiencies, we firstly developed a color game to help students learn chromatics through color mixing. Then, drawing on reasonable and emotional factors, we designed a research model to investigate the students’ decision-making about the game. After analyzing the feedbacks from a total of 205 students, this study showed that (1) perceived attractiveness was the most significant emotional factor behind the subjects’ intention to play the game; (2) perceived usefulness was a reasonable factor that indirectly influenced the subjects’ intention; (3) perceived enjoyment, as another emotional factor, exerted a significant and direct influence on the subjects’ perceived usefulness. These findings indicated that emotional factors played not only a pivotal role in the subjects’ intention to play the color game but also a leading one in their reasonable response to the game.

License

This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Article Type: Research Article

EURASIA J Math Sci Tech Ed, Volume 14, Issue 5, May 2018, 1911-1924

https://doi.org/10.29333/ejmste/85490

Publication date: 19 Feb 2018

Article Views: 3535

Article Downloads: 2907

Open Access References How to cite this article