Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education
Autor: | Jeroen Bourgonjon, Frederik De Grove, Jan Van Looy |
---|---|
Rok vydání: | 2012 |
Předmět: |
Self-efficacy
Knowledge management business.industry media_common.quotation_subject Theory of planned behavior Information technology Variance (accounting) Human-Computer Interaction Arts and Humanities (miscellaneous) Formal education ComputingMilieux_COMPUTERSANDEDUCATION Mathematics education Technology acceptance model business Function (engineering) Association (psychology) Psychology General Psychology media_common |
Zdroj: | Computers in Human Behavior. 28:2023-2033 |
ISSN: | 0747-5632 |
DOI: | 10.1016/j.chb.2012.05.021 |
Popis: | Interest in using digital games for formal education has steadily increased in the past decades. When it comes to actual use, however, the uptake of games in the classroom remains limited. Using a contextual approach, the possible influence of factors on a school (N=60) and teacher (N=409) level are analyzed. Findings indicate that there is no effect of factors on the school level whereas on a teacher level, a model is tested, explaining 68% of the variance in behavioral intention, in which curriculum-relatedness and previous experience function as crucial determinants of the adoption intention. These findings add to previous research on adoption determinants related to digital games in formal education. Furthermore, they provide insight into the relations between different adoption determinants and their association with behavioral intention. |
Databáze: | OpenAIRE |
Externí odkaz: |