2017
DOI: 10.3991/ijet.v12i03.6505
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The Role of Perceived Relevance and Attention in Teachers’ Attitude and Intention to Use Educational Video Games

Abstract: Abstract-Educational video games (EVGs) are becoming a trending topic in education as a new teaching methodology which can help teachers to increase students' attention and engagement during the learning process. Nevertheless, despite an increasing academic interest in EVGs little research has been devoted to delve into teacher's beliefs affecting their attitude towards EVGs and how these beliefs also affect their intention to use EVGs in their courses. Using Keller's ARCS model as a theoretical framework, the… Show more

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Cited by 16 publications
(12 citation statements)
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References 41 publications
(53 reference statements)
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“…Ultimately, the key problem regarding DGBL introduction in formal education is related to the perception of technology as a tool rather than a system or set of affordances (Blewett, 2016 , p. 265). Teachers’ intention to use educational games in their courses relies on their perceived usefulness that influences directly and positively teachers’ attitudes (Sánchez-Mena et al, 2017a , b ). Teachers having very well-documented principles from different learning theories could combine the exciting benefits of digital media with a variety of platforms and real-life experiences, gamification techniques and truly learner-focused pedagogies to provide productive, collaborative, creative, meaningful and powerful learning experiences utilising affordable and easy-to-use devices (Fleming, 2013 ; Kaimara, et al, 2019 , 2020 ).…”
Section: Discussionmentioning
confidence: 99%
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“…Ultimately, the key problem regarding DGBL introduction in formal education is related to the perception of technology as a tool rather than a system or set of affordances (Blewett, 2016 , p. 265). Teachers’ intention to use educational games in their courses relies on their perceived usefulness that influences directly and positively teachers’ attitudes (Sánchez-Mena et al, 2017a , b ). Teachers having very well-documented principles from different learning theories could combine the exciting benefits of digital media with a variety of platforms and real-life experiences, gamification techniques and truly learner-focused pedagogies to provide productive, collaborative, creative, meaningful and powerful learning experiences utilising affordable and easy-to-use devices (Fleming, 2013 ; Kaimara, et al, 2019 , 2020 ).…”
Section: Discussionmentioning
confidence: 99%
“…Consequently, researches regarding teachers’ behavioural intention to use educational games in their courses concluded that perceived usefulness influences directly and positively teachers’ intention while, gender and age were not found to have an impact on teachers’ attitudes (Sánchez-Mena et al, 2017a , 2017b ). Besides the in-service teacher target group, studies have found that most pre-service teachers have access to video game consoles, enjoy video games, and are willing to use them as educational tools in their classrooms, thus extending their teaching skills.…”
Section: Introductionmentioning
confidence: 99%
“…Variable Edad. La edad en el profesorado es una variable moderadora que puede ser buena predictora y determinante al momento de aceptar la tecnología como se indica en algunos estudios (Sánchez et al, 2017;Torres et al, 2017). En este sentido, se determinó la existencia de diferencias significativas entre algunos grupos de docentes por su rango de edad con las dimensiones del Modelo TAM extendido.…”
Section: Objetivo 1 Determinar La Relación Existente Entre Las Compet...unclassified
“…Los datos registrados en este apartado pueden ser considerados para futuros programas de formación para la integración de nuevas herramientas metodológicas y tecnológicas, tomando en cuenta la edad, la Utilidad de Uso y la Facilidad de Uso (Sánchez et al, 2017).…”
Section: Objetivo 1 Determinar La Relación Existente Entre Las Compet...unclassified
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