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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Universidad Autónoma de Baja California. Instituto de Investigación y Desarrollo Educativo
2024
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redie-article-50312024-08-02T18:29:29Z Analysis of a Digital Game-Based Learning Experience Análisis de una experiencia de aprendizaje basada en juegos digitales Amaya-Olarte, Nathaly Torres-Barreto, Martha Liliana Plata-Gómez, Karen Rocío juego educativo TIC educación análisis estadístico enseñanza secundaria educational games ICT education statistical analysis high school 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. Frente al creciente interés en nuevas alternativas de enseñanza y de aprendizaje surgen aquellas que se basan en juegos digitales. Esta investigación aporta evidencia empírica sobre la percepción de estudiantes de secundaria respecto a su intención de usar videojuegos educativos. Para ello, se puso a prueba un modelo que integra variables de la Teoría Unificada de Aceptación y Uso de la Tecnología versión 2, y elementos del juego. Los datos se recogieron a través de un cuestionario en línea aplicado a una muestra de 407 estudiantes colombianos de secundaria, de 14 a 18 años de edad. Se utilizó un modelado de ecuaciones estructurales de mínimos cuadrados parciales. Los resultados permitieron identificar los factores que tienen influencia positiva en la intención de continuar jugando y en el disfrute percibido, los cuales podrían conducir al éxito en experiencias futuras similares. Universidad Autónoma de Baja California. Instituto de Investigación y Desarrollo Educativo 2024-06-24 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion text/html application/pdf text/xml application/epub+zip audio/mpeg https://redie.uabc.mx/redie/article/view/5031 10.24320/redie.2024.26.e08.5031 Revista Electrónica de Investigación Educativa; Vol. 26 (2024); 1-15 Revista Electrónica de Investigación Educativa; Vol. 26 (2024); 1-15 1607-4041 spa https://redie.uabc.mx/redie/article/view/5031/2537 https://redie.uabc.mx/redie/article/view/5031/2538 https://redie.uabc.mx/redie/article/view/5031/2543 https://redie.uabc.mx/redie/article/view/5031/2546 https://redie.uabc.mx/redie/article/view/5031/2540 Derechos de autor 2024 Nathaly Amaya-Olarte, Martha Liliana Torres-Barreto, Karen Rocío Plata-Gómez https://creativecommons.org/licenses/by-nc/4.0 |
| institution |
REDIE |
| collection |
OJS |
| language |
spa |
| format |
Online |
| author |
Amaya-Olarte, Nathaly Torres-Barreto, Martha Liliana Plata-Gómez, Karen Rocío |
| spellingShingle |
Amaya-Olarte, Nathaly Torres-Barreto, Martha Liliana Plata-Gómez, Karen Rocío Analysis of a Digital Game-Based Learning Experience |
| author_facet |
Amaya-Olarte, Nathaly Torres-Barreto, Martha Liliana Plata-Gómez, Karen Rocío |
| author_sort |
Amaya-Olarte, Nathaly |
| title |
Analysis of a Digital Game-Based Learning Experience |
| title_short |
Analysis of a Digital Game-Based Learning Experience |
| title_full |
Analysis of a Digital Game-Based Learning Experience |
| title_fullStr |
Analysis of a Digital Game-Based Learning Experience |
| title_full_unstemmed |
Analysis of a Digital Game-Based Learning Experience |
| title_sort |
analysis of a digital game-based learning experience |
| description |
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. |
| publisher |
Universidad Autónoma de Baja California. Instituto de Investigación y Desarrollo Educativo |
| publishDate |
2024 |
| url |
https://redie.uabc.mx/redie/article/view/5031 |
| _version_ |
1808123077562728448 |
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