International Journal of Advanced Technology and Engineering Exploration ISSN (Print): 2394-5443    ISSN (Online): 2394-7454 Volume-12 Issue-125 April-2025
  1. 3464
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  2. 2.7
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Evaluating game-based learning for driving ethics awareness using the technology acceptance model: a study in the Malaysian context

Siti Salwa Salleh1,  Muhammad Syafiq Saharudin2 and Ismassabah Ismail3

Senior Lecturer of College of Computing,Informatics and Mathematics, Universiti Teknologi MARA Negeri Sembilan Branch, Seremban Campus, 70300 Seremban, Negeri Sembilan,Malaysia1
Perodua Corporate Building,Lot 1896, Locked Bag No. 226, Jalan Sungai Choh Mukim Serendah, 48009 Rawang, Selangor,Malaysia2
Senior Lecturer of Centre of Foundation Studies,Universiti Teknologi MARA Selangor Branch, Dengkil Campus, 43800 Dengkil, Selangor,Malaysia3
Corresponding Author : Siti Salwa Salleh

Recieved : 29-Jul-2024; Revised : 19-Jan-2025; Accepted : 21-Apr-2025

Abstract

The increasing complexity of driving scenarios, particularly with the emergence of automated vehicles, necessitates a comprehensive understanding of driving ethics among new drivers. This paper explores the use of game-based learning (GBL) as an innovative approach to educate and raise awareness of ethical driving practices in Malaysia. By employing the technology acceptance model (TAM), the study evaluates user acceptance of the e-Driver application, focusing on key dimensions such as perceived usefulness (PU), ease of use, and user satisfaction. The findings demonstrate the effectiveness of GBL in promoting safe driving behavior and enhancing ethical decision-making skills among learners. The study revealed an overall mean acceptance rate of 82%, indicating that the application was effective in creating awareness and educating users about driving ethics through GBL. The results also showed high levels of user satisfaction and engagement, with users describing the application as both useful and easy to use. Emphasizing enjoyable and ethically aware learning through GBL has the potential to significantly improve road safety and foster ethical driving behavior at a national level.

Keywords

Game-based learning, Driving ethics, Technology acceptance model (TAM), e-Driver application, User acceptance.

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