Track: Engineering Education
Abstract
The covid-19 has accelerated the use of technology in education, which was previously only a lesson in class. Information and network infrastructure are related to the online education system. This reason replaces the usual face-to-face learning process. to date, and only a few researchers have explicitly built attitudes towards online education, especially implementation in elementary, junior high, and high schools. This research is essential and a particular case because they are still at an early age and adolescents whose mental maturity level is still unstable and independent like university students. The author proposes a Technology Acceptance Model (TAM) model as technology-based learning for elementary to middle school children combined with a game-based learning platform to support children's engagement. This model consists of several variables: Perceive valuable content, Perceived practical learning, perceive ease to use, attitude toward using online knowledge, trust, behavioral intention to use online, and perceived useful game Kahoot as moderating variables. Children need confidence and believe in making more effortless engagement and interactive communication with their teachers. This study looked at the perceived users of technology-based learning and game-based learning users. They see the ability to learn engagement games to be happier and more enthusiastic in the educational process.