Technology Acceptance Model is based on external variables of Personal Variables and System Features. This study aims to analyze the effectiveness of science and technology e-learning. Augmented reality and Xbox 360 Kinect are first applied to designing the English learning software. After the 4-hour experimental instruction, the questionnaire survey is proceeded to collect and analyze the learners’ satisfaction and the factors. Total 203 senior high school students in southern Taiwan are selected as the research samples, in which 200 copies questionnaires are valid. T-test, One Way Analysis of Variance, and PLS are utilized for the statistical analyses. The following findings are concluded: (1) the overall response of the students being “satisfactory”; (2) learning satisfaction of the students with distinct backgrounds (experiences in e-learning and Xbox 360) is significantly higher than the ones without such experiences; (3) the constructed research model is reasonable and acceptable, as the latent variables present reliability and convergent validity; (4) the observed variables (system features, perceived usefulness, and perceived ease of use) show moderate explanation on the latent variables of learning satisfaction and behavioral intention; (5) perceived usefulness is the major factor in the learners’ behavioral intention, followed by learning satisfaction; (6) perceived ease of use is considered as the major factor in satisfaction.