Higher education instructors’ intention to use educational video games: An fsQCA approach

dc.contributor.authorSánchez Mena, Antonio Aurelio
dc.contributor.authorMartí Parreño, José
dc.contributor.authorMiquel Romero, María José
dc.date.accessioned2020-02-27T12:37:47Z
dc.date.available2020-02-27T12:37:47Z
dc.date.issued2019
dc.description.abstractEducational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage students in the learning process. Nevertheless, instructors can be influenced by barriers that prevent them from using EVGs in their courses (e.g. lack of expertise with EVGs). Instructors can also be influenced by different drivers that might increase their intention to use EVGs. This research analyses the effects of four variables (perceived usefulness, perceived ease of use, attention, and relevance) as factors contributing or preventing the use of EVGs by instructors serving in Higher Education institutions. Data of 170 instructors, who were surveyed through an online questionnaire using a snowball sampling, is analysed via fuzzy-set Qualitative Comparative Analysis (fsQCA). Main results suggest that perceived usefulness and perceived ease of use of EVGs are sufficient conditions for Higher Education instructors to show behavioural intention to use EVGs in their courses. Results also suggest that both instructors’ perceived capacity of EVGs to attract students’ attention and perceived relevance of EVGs affect instructors’ behavioural intention. Managerial implications for Instructor Training Programmes (ITP), limitations of the study, and future research lines are also addressed.spa
dc.description.filiationUEVspa
dc.description.impact2.303 JCR (2019) Q1, 58/263 Education & Educational Researchspa
dc.description.impact1.32 SJR (2019) Q1, 104/1401 Educationspa
dc.description.impactNo data IDR 2019spa
dc.description.sponsorshipSin financiaciónspa
dc.identifier.citationSánchez-Mena, A., Martí-Parreño, J., & Miquel-Romero, M. J. (2019). Higher education instructors’ intention to use educational video games: An fsQCA approach. Educational Technology Research and Development, 67(6), 1455–1478. https://doi.org/10.1007/s11423-019-09656-5spa
dc.identifier.doi10.1007/s11423-019-09656-5
dc.identifier.issn1042-1629
dc.identifier.issn1556-6501
dc.identifier.urihttp://hdl.handle.net/11268/8674
dc.language.isoengspa
dc.peerreviewedSispa
dc.relation.publisherversionhttp://ezproxy.universidadeuropea.es/login?url=http://dx.doi.org/10.1007/s11423-019-09656-5spa
dc.rights.accessRightsrestricted accessspa
dc.subject.uemEnseñanza superiorspa
dc.subject.uemInnovaciones educativasspa
dc.subject.uemVideojuegosspa
dc.subject.unescoEnseñanza superiorspa
dc.subject.unescoInnovación educacionalspa
dc.subject.unescoVídeojuegospa
dc.titleHigher education instructors’ intention to use educational video games: An fsQCA approachspa
dc.typejournal articlespa
dspace.entity.typePublication
relation.isAuthorOfPublication9d7f5e5b-b92e-42ce-a4db-fecdcb4ce0ac
relation.isAuthorOfPublicationba51a661-8935-46fc-ab93-a1b1d14c502b
relation.isAuthorOfPublication.latestForDiscovery9d7f5e5b-b92e-42ce-a4db-fecdcb4ce0ac

Files