Analysis of a Digital Game-Based Learning Experience

As interest grows in new teaching and learning alternatives, digital game-based options are emerging. This research provides empirical evidence of high school students’ perceptions of their intention to use educational video games, by testing a model including variables from the unified theory of ac...

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Autori principali: Amaya-Olarte, Nathaly, Torres-Barreto, Martha Liliana, Plata-Gómez, Karen Rocío
Natura: Online
Lingua:spa
Pubblicazione: Universidad Autónoma de Baja California. Instituto de Investigación y Desarrollo Educativo 2024
Accesso online:https://redie.uabc.mx/redie/article/view/5031
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Riassunto:As interest grows in new teaching and learning alternatives, digital game-based options are emerging. This research provides empirical evidence of high school students’ perceptions of their intention to use educational video games, by testing a model including variables from the unified theory of acceptance and use of technology 2 and game elements. The data were collected from an online questionnaire administered to a sample of 407 Colombian high school students between 14 and 18 years of age. Partial least squares structural equation modeling was employed. The results identified factors that have a positive influence on intention to continue playing and perceived enjoyment, which may help achieve success in similar experiences in the future.