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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Autores principales: Amaya-Olarte, Nathaly, Torres-Barreto, Martha Liliana, Plata-Gómez, Karen Rocío
פורמט: Online
שפה:spa
יצא לאור: Universidad Autónoma de Baja California. Instituto de Investigación y Desarrollo Educativo 2024
גישה מקוונת:https://redie.uabc.mx/redie/article/view/5031
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spelling 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
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