2010
DOI: 10.1016/j.compedu.2009.10.022
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Students’ perceptions about the use of video games in the classroom

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Cited by 387 publications
(230 citation statements)
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References 43 publications
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“…Table 1 shows some of the previous research that used the TAM model and its links with some related constructs. (Bourgonjon, Valcke, Soetaert & Schellens, 2009) Gender, gaming experience, learning opportunity Virtual reality in clinical (Bertrand & Bouchard, 2008) External control, computer anxiety, intrinsic motivation Virtual learning environment (Van Raaij & Schepers, 2006) Personal innovativeness, computer anxiety Program LEGO robot (Chesney, 2006) Perceived enjoyment Online games (Hsu & Lu, 2004) Flow, social, critical mass Email notification interface agents (Serenko, 2008) Personal innovativeness, perceived enjoyment (Nilsson & Johansson, 2008). Furthermore, MR systems are expensive to design and develop.…”
Section: Technology Acceptancementioning
confidence: 99%
“…Table 1 shows some of the previous research that used the TAM model and its links with some related constructs. (Bourgonjon, Valcke, Soetaert & Schellens, 2009) Gender, gaming experience, learning opportunity Virtual reality in clinical (Bertrand & Bouchard, 2008) External control, computer anxiety, intrinsic motivation Virtual learning environment (Van Raaij & Schepers, 2006) Personal innovativeness, computer anxiety Program LEGO robot (Chesney, 2006) Perceived enjoyment Online games (Hsu & Lu, 2004) Flow, social, critical mass Email notification interface agents (Serenko, 2008) Personal innovativeness, perceived enjoyment (Nilsson & Johansson, 2008). Furthermore, MR systems are expensive to design and develop.…”
Section: Technology Acceptancementioning
confidence: 99%
“…Several studies have reported the effectiveness of educational computer games in enhancing the learning interest of students, and even increase their motivation (Hwang et al 2012). In comparison with traditional instructions or conventional technology-enhanced learning, digital game-based learning is able to provide a more interesting and challenging learning environment for acquiring knowledge (Bourgonjon et al 2010;Gerber and Scott 2011;Hwang et al 2012;Hwang et al 2013).…”
Section: Introductionmentioning
confidence: 99%
“…Although fun is an important element of video games, teachers need to move beyond this and seek to make explicit to the students the advantages of the use of video games for learning outcomes (Bourgonjon et al, 2010). Lim (2001) calls for a shift towards new teaching and learning practices that include technology.…”
Section: The Role Of the Teachersmentioning
confidence: 99%