Teachers' intention to use educational video games: A technology acceptance model approach

dc.contributor.authorMartí Parreño, José
dc.contributor.authorSánchez Mena, Antonio Aurelio
dc.contributor.authorAldás Manzano, Joaquín
dc.date.accessioned2020-03-09T09:12:10Z
dc.date.available2020-03-09T09:12:10Z
dc.date.issued2016
dc.description.abstractEducational video games are gaining momentum as a means to increase students' attention on the learning materials but also as a way to engage students in their learning process. Despite the opportunities that educational video games offer to education, previous research found that teachers might experience challenges, fears, and barriers when using technological innovations (e.g. computers) in the classroom. Because educational video games are a technological innovation, teachers might face barriers that dissuade them from using educational video games in their courses. Analysing teachers' drivers and barriers related to the use of educational video games is a key factor related to the failure or success when trying to implement educational video games in the classroom. This study analyses teachers' intention to use educational video games in their courses using a Technology Acceptance Model (TAM) approach. TAM was developed to predict an individual's likelihood to accept a technological innovation and it has been applied in a wide range of technological developments such as mobile phones and social media. In the last years, TAM has also been applied to different educational contexts such as online education and mobile learning. One of the main goals of TAM was to identify the major motivational variables that mediate between system characteristics and the actual use of the system. Using a sample of 312 higher education institutions' teachers, we analyse perceived usefulness and perceived ease of use of educational video games through structural equation modelling to predict teachers' behavioural intentions. Results suggest that perceived usefulness influences in a direct and positive way teachers' intention to use educational video games. Results also suggest that perceived ease of use indirectly influence intentions through perceived usefulness. Regarding managerial implications, our findings highlight the importance of specific teacher training programs about this technological innovation so that teachers realise the usefulness of educational video games rather than focusing on the level of easiness. Limitations of the study and future research lines are also addressed.spa
dc.description.filiationUEVspa
dc.description.impact0.195 SJR (2016) Q4, 2279/7931 Computer Science, 3166/5769 Engineering, 4254/6655 Social Sciencesspa
dc.description.sponsorshipSin financiaciónspa
dc.identifier.citationMartí-Parreño, J., Sánchez-Mena, A., & Aldás-Manzano, J. (2016). Teachers’ intention to use educational video games: A technology acceptance model approach. Proceedings of the European Conference on Games-Based Learning, 2016-January, (pp.434–441). Academic Bookshop.spa
dc.identifier.isbn9781911218098
dc.identifier.issn2049-0992
dc.identifier.urihttp://hdl.handle.net/11268/8720
dc.language.isoengspa
dc.peerreviewedSispa
dc.rights.accessRightsrestricted accessspa
dc.subject.uemVideojuegosspa
dc.subject.uemEnseñanza superiorspa
dc.subject.uemMaterial didácticospa
dc.subject.unescoVídeojuegospa
dc.subject.unescoEnseñanza superiorspa
dc.subject.unescoMaterial didácticospa
dc.titleTeachers' intention to use educational video games: A technology acceptance model approachspa
dc.typeconference outputspa
dspace.entity.typePublication
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relation.isAuthorOfPublication9d7f5e5b-b92e-42ce-a4db-fecdcb4ce0ac
relation.isAuthorOfPublication.latestForDiscoveryba51a661-8935-46fc-ab93-a1b1d14c502b

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