Liu, E. Z.-F., Lee, C.-Y., & Chen, J.-H. (2013). Developing a New Computer Game Attitude Scale for Taiwanese Early Adolescents. Educational Technology & Society, 16 (1), 183–193. Developing a New Computer Game Attitude Scale for Taiwanese Early Adolescents Eric Zhi-Feng Liu, Chun-Yi Lee* and Jen-Huang Chen Graduate Institute of Learning and Instruction, Center of Teacher Education, Research Center for Science and Technology for Learning, National Central University, Jhongli City, Taoyuan, Taiwan // Tzu Chiang Junior High School, Jhongli City, Taoyuan, Taiwan // Ruei Fong Elementary School, Hsinchu County, Taiwan // [email protected] // [email protected] // [email protected] * Corresponding author (Submitted April 05, 2011; Revised August 27, 2011; October 10, 2011) ABSTRACT With ever increasing exposure to computer games, gaining an understanding of the attitudes held by young adolescents toward such activities is crucial; however, few studies have provided scales with which to accomplish this. This study revisited the Computer Game Attitude Scale developed by Chappell and Taylor in 1997, reworking the overall structure of the instrument, and increasing the number of items to 22. The revised scale covers five factors: learning, confidence, liking, participation, and leisure, grouped into three subscales of cognition, affection and behavior. Data gathered from 354 elementary school students has demonstrated the validity and reliability of the proposed scale for investigating the attitudes of elementary students toward learning through computer games, providing additional insight into the influence of gender and Internet usage. Keywords Computer game, Computer game attitude scale, Taiwanese early adolescents, Early adolescents Introduction Playing games is a natural activity for elementary school students (or early adolescents), helping them to understand the world and widen their experience by exploring the full range of possibilities open to them (Eisner, 1982). The social skills of children are developed through interaction with their playmates, and their desires and needs are fulfilled through the games they engage in, enabling them to develop into healthy well-adjusted adults (Montessori, 1917). According to educational psychologist Jean Piaget, human cognitive development from birth to age fourteen, is divided into four stages: the sensorimotor stage, preoperational stage, concrete operational stage, and formal operational stage (Dembo, 1994). Sixth graders (approximately 13 years old), are in the formal operational stage of development, fully capable of the abstract thought required to cognize abstractions represented in a virtual computer environment. In recent years, computer games have become one of the most popular leisure activities for adolescents and young adults, providing a space in which to develop critical thinking and engage in active learning. (Griffiths, 2010). Virtual worlds are perceived as a safe environment, in which learners can develop skills, concepts, and strategies. The limitless potential of computer games in education has been widely recognized and the notion of developing games with more serious themes has emerged in the fields of education and training (Prensky, 2001). Many researchers have attempted to incorporate computer games into school curricula as a means to enhance academic performance (Lee & Chen, 2009), cognitive development (Jenkins, 2002), motivation toward learning (Liu & Lin, 2009), and attention span and concentration (McFarlane, Sparrowhawk, & Heald, 2002). Computer games enhance the process of learning by promoting the use of visualization, experimentation, and creativity in play (Betz, 1995). Computer games also challenge students and provide them with feedback, while allowing them to satisfy their curiosity and earn a sense of achievement (Chiang, Lin, Cheng, & Liu, 2011; Liu & Lin, 2009). Imaginary worlds provide an environment in which students may fulfill their basic human needs, experiencing the taste of victory, the joy of success, and the satisfaction that comes from collaboration or competition with others. Satisfying the instinctual yearnings of participants makes learning more interesting and imbues the process with meaning (Cagiltay, 2007; Gee, 2003; Liu & Lin, 2009). Based on the viewpoint of learning theory, behaviorist Doob (1947) considered attitude an implicit response, which is both anticipatory and mediating in reference to patterns of overt responses. In this manner, attitudinal responses do not differ from other responses and can be gained through conditioning. Social psychologist Allport (1935) defined attitude as a mental and neural state of readiness, exerting a directive or dynamic influence on the response of individuals to all objects and situations within which they are situated. For instance, the mental readiness of a runner ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from the editors at [email protected]. 183 anticipating the sound of the starting pistol is an attitude. Thurstone and Chave (1928) defined attitude as a scale of affection related to one’s opinions, in which particular objectives are favored or rejected. In principle, attitudes are personal; however, they occasionally fulfill a social function. People growing up in the same culture and society are influenced by the same cultural traditions, social norms, customary practices, and other factors. It is not surprising that in such circumstances individuals tend to exhibit similar traits and a high degree of consistency in their attitudes. Attitudes are learned, and as such, are closely related to one’s experiences in the process of learning. In summary, attitude can be defined as the outward manifestation of an individual’s evaluation of an entity, based on previous knowledge and beliefs. In educational research, the attitude of students towards subject matter is often viewed as an important variable in predicting performance. It would therefore be unwise to suggest integrating computer games into classrooms without fully investigating how students view them (Bourgonjon, Valcke, Soetaert, & Schellens, 2010). Reece and Gable (1982) proposed that computer attitude comprises three components: cognition, affection and behavior. Brown, Brown, and Baack (1988) also described how computer attitude includes a behavioral component, entailing the specific actions of an individual toward computers; an affective component, representing the internal feeling of an individual about computers; and a cognitive component, comprising the beliefs of an individual regarding computers. Campbell (1987) pointed out that computer attitude is the general impression, opinions, and cognition of computers. A summary of previous research results has led to the conclusion that computer attitude comprises cognitive, affective, and behavioral components. The cognitive component represents an individual’s impression and opinion of computers. The affective component represents an individual’s personal feelings about computers. The behavioral component represents specific behaviors, such as an inclination to use computers. Although a number of instruments have been developed to measure attitudes toward computers, far fewer instruments have been developed for measuring attitudes toward computer games. Bonanno and Kommers (2008) developed a tool to measure four components of attitude toward gaming: affective components, perceived control, perceived usefulness, and behavioral components. Their survey, including 21 statements scored on a 5-point Likert scale, was used with a sample of college students to investigate the influence of gender and gaming competence on attitudes toward gaming. However, this instrument requires further refinement and validation to ensure reliability and construct validity. Chappell and Taylor (1997) developed an instrument called the Computer Game Attitude Scale (CGAS) to evaluate the attitudes of students toward educational computer games. Their study provided evidence supporting the reliability and factorial validity of the scores of the CGAS and its two subscales: comfort and liking. However, using principle component factor analysis indicated that both the comfort and liking subscales explained only 44 % of all variables. At less than 50 %, this scale clearly requires further validation. Previous studies (Bonanno & Kommers, 2008; Chappell & Taylor, 1997) addressing attitudes toward computer games have tended to emphasize the affective component. However, the integration of information technology and computer games provides early adolescents with another avenue for learning (Jonassen, 1996). There are a great many types of computer games, but not all of them have a practical application in education (Can & Cagiltay, 2006). For this reason, game playing as well as game based learning should be considered within the context of schooling. Developing an instrument for measuring attitudes toward computer based activities would enable the expansion of the discussion beyond the aspect of affection, to include cognition and behavior regarding computer games (Adcock & Van Eck, 2005). This study built upon the model by Reece and Gable (1982), to develop a New Computer Game Attitude Scale (NCGAS) for elementary school students, by revising the CGAS and adding new items based on the following three subscales: (1) a cognition subscale representing the impressions and opinions of individuals regarding the use of computer games; (2) an affection subscale representing the feelings of individuals regarding computer games; and (3) a behavior subscale representing specific behaviors, such as an inclination to use computers. Previous studies have suggested that separating the experience students have with computer games from gender issues is nearly impossible. Bonanno and Kommers (2008) described how males tend not only to play games more often, but to play different types of games. Males also tend to exhibit significantly different attitudes toward the use of computer games (Bonanno & Kommers, 2008). In contrast, Karakus, Inal, and Cagiltay (2008) found no significant gender differences in whether games are viewed as useful in education. Gender differences may already be changing, and with the ongoing expansion of online gaming and considerable increases in the number of female players, computer games may be equally effective and motivating for both male and female students (Papastergiou, 2009). Therefore, we also analyzed variables including gender and experience using the internet. 184 Method Participants The Computer Game Attitude Scale was developed for sixth and seventh graders; therefore, we selected 354 sixth graders as the participants in this study. The students were from five elementary schools in Taipei County, Hsinchu County, and Taichung City. Among the respondents, 168 were female and 166 male. Although the sample size of these young adolescents was relatively small, they were representative of various demographic and academic backgrounds. Materials To develop the New Computer Game Attitude Scale (NCGAS), items were adapted from Chappell and Taylor’s (1997) Computer Game Attitude Scale, with additional items contributed by the authors of this study. Chappell and Taylor (1997) proposed the following two subscales for computer game attitudes: comfort and liking, including a total of 20 items. The self-writing section listed 60 items, comprising cognition (including learning and confidence), affection (including liking), and behavior (including participation, leisure and negative behavior) toward computer games. All items were tested for face validity and content validity by an expert in the design of questionnaires and six highly experienced elementary school teachers. In the end, 60 items were included in the New Computer Game Attitude Scale. The 60 items were presented to 354 elementary students. Many elementary students select a neutral response without thinking; therefore, a four-point Likert scale in which 4 = strongly agree, 3 = agree, 2 = disagree, and 1 = strongly disagree was used to avoid this situation. Items demonstrating poor reliability or validity were deleted, leaving only 22 items in the New Computer Game Attitude Scale. The final questionnaire contained three subscales and five factors, and the cumulative explained variance of each exceeded 50 %. Items were retained only when they exceeded +0.40 or were less than -0.40 for relevant factors and less than the absolute value of ±0.40 for non-relevant factors. The three subscales were cognition (learning and confidence), affection (liking), and behavior (participation and leisure). The five factors were learning (coded as LRN), confidence (CON), liking (LIKE), participation (PAR) and leisure (LEI) (refer to Table 1). A detailed description of the five factors is presented below: 1. Learning: used to measure the perception of students as per the positive impact of the computer game on learning. 2. Confidence: used to measure the confidence of students to independently control the computer game. 3. Liking: used to measure how much the students liked using the computer game. 4. Participation: used to measure the degree to which students actual participated in the activities related to the computer game. 5. Leisure: used to measure the degree to which the computer game was incorporated in the leisure time of the students and their perceptions of the game as a leisure activity. Subscale Cognition Affection Table 1. The verified items of the Computer Game Attitude Scale Factor Item LRN 1. I was able to install other software on my computer after installing computer games. 2. I learned how to look up software instructions by playing computer games. 3. I would be more willing to take classes if computer games were used in class. 4. Playing computer games improves my hand-eye coordination. 5. Playing computer games lets me use my imagination. 6. Playing computer games increases my typing speed. CON 1. Playing computer games is not my specialty (-). 2. Playing computer games is easy to me. 3. I am not good at playing computer games (-). 4. I am skilled at playing computer games. LIKE 1. I am very interested in solving problems in computer games. 2. If there are any unresolved issues in computer games, I will continue thinking of them at another time. 3. If I encounter a problem that I do not understand while playing computer games, I will keep trying until I find the answer. 185 Behavior PAR 1. If there is a computer game club in school, I will participate in it. 2. If there is a computer game camp at school, I will participate in it. 3. At a computer show, I would visit a computer game booth. LEI 1. Playing computer games makes me feel happy. 2. Playing computer games is part of my life. 3. I want to play computer games after each examination. 4. I kill time by playing computer games. 5. I talk about computer games with my friends in my spare time. 6. I can chat with others when playing computer games and won’t feel lonely. (-): The score of these items should be reversed when performing analysis Results General findings The main aim of the present paper was to assess the construct validity of the attitudinal scales and to determine their reliability. In this study, exploratory principal components factor analysis with varimax rotation was used for analysis of validity and Cronbach’s alpha was used as for the analysis of reliability. For the cognition subscale, the eigenvalues of the factor, Learning, (exceeding 1: 2.651) and the factor, Confidence, (exceeding 1: 2.385) were determined using principal components analysis with varimax rotation, as shown in Table 2. These two factors accounted for 50.352 % of the variance. The internal reliability index (alpha coefficient) was sufficient for Learning (0.737) and Confidence (0.77) as well as the entire subscale (0.819). Table 2. Rotated factor loadings and Cronbach’s alpha values for the cognition subscale of the Computer Game Attitude Scale Item Factor 1: Learning Factor 2: Confidence Factor 1: Learning alpha = 0.737 LRN1 0.537 LRN2 0.629 LRN3 0.557 LRN4 0.657 LRN5 0.79 LRN6 0.59 Factor 2: Confidence alpha = 0.77 CON1 0.666 CON2 0.74 CON3 0.813 CON4 0.715 Eigenvalue 2.651 2.385 % of variance 26.505% 23.847% Overall alpha=0.819, total variance explained is 50.352% For the affection subscale, the eigenvalue of the factor Liking (exceeding 1: 1.964) was determined using principal components analysis without rotation, as shown in Table 3. The factor of Liking accounted for 65.455 % of the variance. The internal reliability index (alpha coefficient) was sufficient for the factor of Liking (0.736). Table 3. Factor loading and Cronbach’s alpha for the affection subscale of the Computer Game Attitude Scale Item Factor 1: Liking Factor 1: Liking alpha = 0.736 LIKE1 0.791 LIKE2 0.807 LIKE3 0.829 Eigenvalue 1.964 % of variance 65.455% 186 For the behavior subscale, the eigenvalues of the factor, Participation, (exceeding 1: 3.259) and the factor, Leisure, (exceeding 1.878) were determined using principal components analysis with varimax rotation, as shown in Table 4. These two factors accounted for 50.073 % of the variance. The internal reliability index (alpha coefficient) was sufficient for Participation (0.649) and Leisure (0.839), as well as the entire subscale (0.822). Table 4. Rotated factor loadings and Cronbach’s alpha for the behavior subscale of the Computer Game Attitude Scale Item Factor 1: Participation Factor 2: Leisure Factor 1: Participation alpha = 0.649 PAR1 0.84 PAR2 0.751 PAR3 0.646 Factor 1: Confidence alpha = 0.839 LEI1 0.788 LEI2 0.734 LEI3 0.729 LEI4 0.729 LEI5 0.64 LEI6 0.731 Eigenvalue 3.259 1.878 % of variance 36.21% 20.863% Overall alpha = 0.822, total variance explained is 50.073% The intercorrelation matrix showed significant correlation coefficients among five factors of computer game attitude and three subscales (Table 5). The correlation coefficients among the five factors ranged between 0.405** and 0.669**, and all correlations reached a significance level of 0.01. The correlation coefficients among the three subscales ranged between 0.644** and 0.762**, and all of the correlations reached a significance level of 0.01. The three subscales and five factors were used to provide a coherent measurement of computer game attitude. Factor LRN CON LIKE PAR LEI Subscale Cognition Affection Behavior ** P < 0.01 Table 5. Intercorrelation matrix of five computer game attitude factors and three subscales LRN CON LIKE PAR 0.533** 0.645** 0.482** 0.521** 0.434** 0.562** 0.669** 0.555** 0.541** 0.405** Cognition Affection Behavior 0.653** 0.762** 0.644** - LEI Table 6. Descriptive statistics of scores on the five factors and three subscales of the Computer Game Attitude Scale Factor Items Range Mean SD Skewness LRN 6 1-4 3.093 0.638 -0.803 CON 4 1-4 2.834 0.757 -0.231 LIKE 3 1-4 3.095 0.755 -0.783 PAR 3 1-4 2.528 0.797 0.049 LEI 6 1-4 3.105 0.706 -0.872 Subscale Cognition 10 1-4 2.99 0.602 -0.533 Affection 3 1-4 3.095 0.755 -0.783 Behavior 9 1-4 2.913 0.628 -0.668 187 Student scores on the scale Table 6 presents descriptive statistics or the five factors and the three subscales. Among the five factors, students scored highest on the Leisure factor, followed by the Liking and Learning, with Confidence and Participation scoring the lowest. Among the three subscales, students scored highest on the Affection subscale, followed by Cognition and Behavior. These results imply that these students tended to learn from the computer game, liked using the computer game, and played the computer game in their leisure time. The relatively lower scores for the Confidence and Participation factors suggest that some of the students might have had difficulty playing the computer game alone and joining related activities. For elementary school students, it is difficult to pay the fees required to join related activities or independently accomplish the difficult missions encountered while playing the computer game. Gender differences on the scale This study compared the scores of male and female students for the five factors and three subscales of the NCGAS. The results of t-tests are presented in Table 7, revealing that male students expressed stronger positive attitudes toward the computer game than their female counterparts for all five factors and three subscales. In other words, the male students believed more strongly that computer games have a positive impact on learning and showed greater confidence, liked the games more, and participated in the games more than the females students did. The male students were also likely to use the computer games more frequently than female students in their leisure time. Factor LRN CON LIKE PAR LEI Subscale Cognition Affection Behavior Table 7. Comparison of gender on the factors and subscales of NCGAS Gender Mean S. D. Male 3.028 0.722 Female 2.746 0.568 Male 3.002 0.842 Female 2.349 0.811 Male 3.147 0.717 Female 2.703 0.672 Male 2.909 0.881 Female 2.522 0.758 Male 3.278 0.689 Female 2.885 0.712 Male Female Male Female Male Female 3.017 2.587 3.147 2.703 3.155 2.764 0.714 0.583 0.717 0.673 0.636 0.611 t 3.966*** 7.207*** 5.833*** 4.301*** 5.132*** 6.027*** 5.833*** 5.726*** ***p < 0.001 Internet experience and NCGAS This study also examined the relationship between the attitudes of students toward computer games and their experience using the Internet. Internet experience is defined in this study as the weekly Internet usage by students at home. We divided the sample into five groups according to their Internet experience: no usage, less than two hours, 2–4 hours, 4–6 hours, and more than 6 hours. In the sample, 12.7 % of the students did not use the Internet at home, 23.2 % used the Internet for less than 2 hours per week, 32.2 % for 2–4 hours, 13.8 % for 4–6 hours, and 18.1 % for more than 6 hours. Table 8 compares the groups according to Internet experience and their attitudes toward the computer game. ANOVA testing revealed that Internet experience played a role in the factors of Learning, Confidence, Liking, Participation and Leisure, and influenced the subscales of Cognition, Affection, and Behavior. Through a series of Scheffe tests, it was determined that students who use the Internet more tended to have statistically higher scores on the Cognition, Affection and Behavior subscales as well as the factors of Learning, Confidence, Liking, Participation, and Leisure. These relationships indicate that the students with more Internet 188 experience tended to have positive perceptions of learning with computer games, demonstrate a high level of confidence playing them, enjoy these activities, and participate in them both during class as well as in their leisure time. Furthermore, they tend to have higher scores for Cognition, Affection, and Behavior related to learning with computer games. Increasing one’s experience with the Internet could greatly help students to develop favorable attitudes toward using computer games for learning. Internet experiences (1)no usage (2)less than 2 hours (3)2–4 hours (4)4–6 hours (5)more than 6 hours F (ANOVA) Scheffe test LRN Table 8. Analysis of Internet experience and NCGAS CON LIKE PAR LEI Cognition Affection Behavior 2.304 (0.779) 2.720 (0.679) 2.915 (0.500) 3.119 (0.538) 3.263 (0.573) 2.069 (0.807) 2.503 (0.973) 2.568 (0.745) 2.883 (0.731) 3.434 (0.618) 2.592 (0.749) 2.878 (0.765) 2.877 (0.677) 3.109 (0.636) 3.214 (0.731) 2.533 (0.853) 2.638 (0.775) 2.655 (0.722) 2.823 (0.948) 3.026 (0.964) 2.492 (0.804) 2.815 (0.754) 3.091 (0.634) 3.361 (0.538) 3.625 (0.447) 2.210 (0.725) 2.633 (0.714) 2.776 (0.517) 3.025 (0.542) 3.331 (0.523) 2.592 (0.749) 2.878 (0.765) 2.877 (0.677) 3.109 (0.636) 3.214 (0.731) 2.506 (0.703 2.756 (0.688) 2.945 (0.557) 3.181 (0,546) 3.425 (0.497) 15.370*** 18.312*** 5.348*** 2.587* 20.755*** 20.426*** 5.348*** 15.784*** (4)>(1) (4)>(2) (5)>(2) (5)>(3)>(1) (5)>(2) (5)>(3)>(1) (5)>(4)>(1) (4)>(1) (5)>(1) (5)>(1) (4)>(2) (5)>(2) (5)>(3)>(1) (4)>(2)>(1) (5)>(2)>(1) (5)>(3)>(1) (4)>(1) (5)>(1) (4)>(1) (5)>(1) (4)>(2) (5)>(2) (5)>(3)>(1) *p < 0.05 ***p < 0.001 Discussion NCGAS was developed that reliably measures three subscales (cognition, affection, and behavior) and five factors (learning, confidence, liking, participation and leisure) of students’ computer game attitudes. Scales formed from the items chosen to represent these constructs have good validity and internal consistency reliability. The instrument consists of an economic 22 items. It can be used as a core for larger questionnaires designed to address the role of other variables that impact on game-based learning, or it can be used in a stand-alone fashion to examine the impact of interventions intended to change these five factors and three subscales. This study also revealed that male students have a more positive attitude toward using computer games for learning, demonstrate greater confidence in using computer games, enjoy these kinds of activities, and freely participate in these activities both in a classroom setting as well as in their leisure time at home. Male students earned higher scores in the Cognition, Affection and Behavior subscales than their female counterparts. These results complement those of previous studies indicating that males demonstrate very positive attitudes toward computer games while females show a less positive or neutral attitude on all the four subscales: affective components, perceived control, perceived usefulness, and behavioral components (Bonanno & Kommers, 2008; Chou & Tsai, 2007). Male students feel more strongly than females that computer games are useful learning tools. One possible explanation could be that females are always more skeptical than males about the instructional potential of computer games, considering the availability of other resources to provide what can be learned from computer games. In contrast, boys perceive computer games as a unique engaging experience, lacking entirely in other computer applications (Bonanno & Kommers, 2008). Another explanation could be that male students are more likely to embrace a manipulationoriented information processing approach (Casey, 1996), a command strategy for executing tasks, and a competitive social comportment when using computer games (Singh, 2001; Rommes, 2002). With this in mind, computer games should be designed to satisfy these learning needs. 189 Second, the male students demonstrated greater confidence in controlling computer games by themselves. This is consistent with the findings of Bonanno and Kommers’ (2008) indicating that males feel much more in control of computer games, making them better able to perform demanding actions. The reason for this may be that boys tend to have more experience participating in computer games than girls, and such extensive exposure to computer games develops a higher level of confidence in using them (Brosnan, 1998). Success builds confidence; therefore, when playing a new game or difficult game level, females require on-going reinforcement and more guidance than males. In other words, female students may require more task-related support to build competence and confidence. Third, male students reported deriving more enjoyment from the computer games than their female counterparts. This is in line with the study of Chou and Tsai (2007), and might be due to the presentation of game content. It appears that boys enjoy competition and gaining high scores; while girls prefer cooperation and completion. Kafai (1996) proved that most commercially-available computer games do not reflect the interests or tastes of girls. Therefore, a biography of gaming should be compiled and analyzed to identify the genres of computer games that make girls feel uncomfortable. Further studies could explore how girls perceive incompetence in computer gaming and self-exposure in collaborative computer game playing. Instructional computer game designs that are perceived as less threatening should be identified and introduced during the initial phase to support game based learning. Finally, male students were more likely to participate in computer game related activities and play the computer game in their leisure time. This is consistent with the study of Chou and Tsai (2007) in which male students are motivated by the aspect of entertainment in playing computer games to a higher degree than female students are. One possible reason could be that females enjoy a greater variety of leisure activities, preferring those that are less intensely focused. This could be the reason that females feel less motivated to participate in computer game activities or play computer games in their leisure time. In contrast, playing computer games constitutes the main leisure activity for many male adolescents, contributing to the quality of their friendships (Griffiths & Hunt, 1995). For this reason, the findings of previous studies and the on-going habits of students should be considered when developing effective game based learning environments. Gender differences were observed for all five factors, and male students showed stronger positive attitudes with regard to the Cognition, Affective and Behavior subscales. The most important contributing factor may be the stronger motivation of males to play computer games (Chou & Tsai, 2007). It is necessary therefore, to consider gender differences when dealing with the cognitive, affective, and behavioral aspects of incorporating computer games into school instruction. Female students should be provided continual reinforcement and support when participating in a computer game based learning environment. The experience students have using the Internet was another variable to which researchers have paid considerable attention. This study revealed that the influence of Internet experience on the attitudes of students toward computer games parallels the findings in previous studies (Smith, Caputi, & Rawstorne, 2000; Tsai, Lin, & Tsai, 2001). Students with more experience using the Internet generally have a more positive attitude toward computer games. Our results indicate that prior experience with the Internet plays an important role in shaping attitudes toward computer games. Familiarizing students with the Internet may provide a practical means to shift the attitudes of students in a positive direction. Based on our empirical observations, many students use the Internet to play on-line games in their leisure time; therefore, the negative impact of computer games, such as Internet addiction disorder (Lin & Tsai, 2002; Tsai & Lin, 2003) or online aggression (Liu, Ho, & Song, 2011), should be noted when designing game-based learning environments. Conclusion The CGAS presented in a previous study (Chappell & Taylor, 1997) explains only 44 % of all variables; however, our New CGAS has demonstrated higher validity, while covering a broader range of factors, most of which were developed in this study. Previous researchers addressing these issues tended to emphasize the affective component; however in this study, the investigation has been expanded to include components of cognition and behavior. In the past, gender differences in learning, confidence, participation, and leisure sub-scales were scarcely mentioned, while this study has provides a number of unique insights into this aspect of computer gaming. We have also initiated an investigation into the influence of Internet experience on NCGAS. 190 The results of this study largely parallel those of previous research addressing attitudes related to technology. Male students demonstrated greater enthusiasm for computer games than their female counterparts, as did all students with more experience using the Internet. Clearly, software developers should consider gender preference and Internet experience when developing educational computer games. The inclusion of female protagonists and suitable learning support for learners with various degrees of experience using the Internet would be good options. Computer games represent a fundamental element in the lifestyles of young adolescents, while learning environments and attitudes strongly influence the utilization of technology (Lee & Chen, 2008; Liu, 2010) Gauging the attitudes of students toward computer games is an important topic of research into game-based learning, and this study represents an important first step. The NCGAS is a valid and reliable tool, providing a comprehensive framework with which to gauge the attitudes of students toward computer games. Researchers involved in game-based learning could use this tool in collaborative learning environments to organize groups according to attitudinal preferences, particularly those found on the cognitive subscale: learning and confidence. The next logical step in this investigation should focus on continued modification. Future researchers could develop additional attitude factors to address issues unique to computer games, such as addiction and aggression. This pilot study applied exploratory factor analysis to verify the structure of NCGAS, and we would encourage the use of confirmatory factor analysis (Chang et al., 2011; Tsai, Lin, & Tsai, 2001) to further examine the validity and reliability of the newly developed scale. Researchers are also encouraged to apply this scale in different countries and cultural backgrounds. In the future, NCGAS could be used to identify the attitudes of individuals of various ages and educational levels toward learning with computer games. A more extensive study should be conducted to reveal the most advantageous approach to using these games within existing educational systems. Subsequent studies could investigate the relationships among gaming attitudes, the structure of games, the setting of playing games, game types and educational objectives. A careful exploration of the attitudes of students regarding computer games in these areas could provide additional insight into the design of serious instruction based games. Acknowledgements This study was supported by the National Science Council, Taiwan, under contract numbers NSC 100-2631-S-008001, NSC 100-2511-S-008-017-MY2 and NSC 100-2511-S-008-006-MY2. References Adcock, A., & Van Eck, R. (2005). Reliability and factor structure of the attitude toward tutoring agent scale (ATTAS). Journal of Interactive Learning Research, 16(2), 195-217. Allport, G. W. (1935). The historical background of modern social psychology. In L. G. 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