2019
DOI: 10.1108/itp-08-2018-0385
|View full text |Cite
|
Sign up to set email alerts
|

Cultural influences moderating learners’ adoption of serious 3D games for managerial learning

Abstract: Purpose The purpose of this paper is to investigate whether learners from different cultures adopt a serious 3D game to facilitate the learning of transferable managerial skills (ethics) and knowledge. Design/methodology/approach A cross-sectional, cross-country survey study (n=319) was conducted recruiting participants from one North American and two British universities. The survey data and the conceptual model have been analysed and tested using confirmatory factor analysis and structural equation modelli… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
12
0

Year Published

2021
2021
2022
2022

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 17 publications
(13 citation statements)
references
References 121 publications
(222 reference statements)
1
12
0
Order By: Relevance
“…Covariance-based structural equation modelling (CB-SEM) is a powerful technique which has become a technique of choice in many recent studies (e.g. Doargajudhur and Dell, 2019; Al Mansoori et al , 2018; Siala et al , 2019; Esmaeilzadeh et al , 2021; Shiau and Chau, 2016), as it considers as an integration of several multivariate statistical methods such as regression analysis, path analysis and confirmatory factor analysis. It also allows conducting a simultaneous analysis of observed variables and latent structures.…”
Section: Resultsmentioning
confidence: 99%
“…Covariance-based structural equation modelling (CB-SEM) is a powerful technique which has become a technique of choice in many recent studies (e.g. Doargajudhur and Dell, 2019; Al Mansoori et al , 2018; Siala et al , 2019; Esmaeilzadeh et al , 2021; Shiau and Chau, 2016), as it considers as an integration of several multivariate statistical methods such as regression analysis, path analysis and confirmatory factor analysis. It also allows conducting a simultaneous analysis of observed variables and latent structures.…”
Section: Resultsmentioning
confidence: 99%
“…Concerning the gender issue, in the last decade, different trends have been reported for males and females regarding their interest in using computer games, preferred game genre [94] and attitudes towards innovative technologies, including e-learning [42,95]. Considering the increased number of female video game players (forty-two percent of all game players) [42,96] and the increasing feminization of agriculture [97] it would be interesting to investigate how people of different genders interact with game-based safety training, their preferences and performances are.…”
Section: Discussionmentioning
confidence: 99%
“…Serious games have proven to be able to help learners rapidly acquire basic communication skills in foreign languages and cultures [ 1 , 100 ]. However, people from different countries may react in different ways to a set of stimuli or rules, and teaching methods [ 95 , 101 ]. For instance, countries with a higher power distance are reluctant to change in problem-solving situations, preferring conventional learning methods and structured learning situations [ 95 , 100 ].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Changing interfaces to common work tasks to add feedback and symbolic rewards, among other gamification techniques is also on the horizon for influencing how we manage projects (Hendrikx et al, 2013). Project and portfolio software may track individual worker or team performance adding challenge, fun and feedback in parallel with accomplishments (Siala et al, 2020). Perhaps real-time monitoring of team progress across many projects can stimulate some healthy (but not too much) competitive spirit while simultaneously gathering project status data in an earned value format that decision makers can use to monitor individual projects and then combine for constant improvement of the overall processes.…”
Section: Gamificationmentioning
confidence: 99%