Students' attitude towards the use of educational video games to develop competencies

dc.contributor.authorMartí Parreño, José
dc.contributor.authorGalbis Córdova, Amparo
dc.contributor.authorMiquel Romero, María José
dc.date.accessioned2018-01-22T12:37:21Z
dc.date.available2018-01-22T12:37:21Z
dc.date.issued2018
dc.description.abstractThe use of educational video games (EVGs) is gaining momentum as a means to motivate and to engage students in their learning process. Nevertheless, previous research is taking for granted that students have a positive attitude towards EVGs and did not ensure a proper understanding of students' characteristics that might influence their attitude towards them. Therefore, this study's main goal is to explore four students' characteristics (perceived relevance, perceived confidence, media affinity, and perceived self-efficacy) that influence students' attitude towards the use of EVGs to develop competencies. Using the fsQCA method to analyze data gathered on a sample of 128 undergraduate students we delve into different configurations underlying students' positive and negative attitude towards the use of EVGs. Main results suggest three configurations leading to a positive attitude with perceived relevance being a necessary and sufficient condition for students' positive attitude towards the use of EVGs to develop their competencies. Four configurations were found to condition a negative attitude suggesting that equifinality can be considered when explaining students' attitude towards the use of EVGs to develop competencies. Implications for teachers, limitations of the study, and future research lines are addressed at the end of the paper.spa
dc.description.filiationUEVspa
dc.description.impact4.306 JCR (2018) Q1,12/137 Psychology, Multidisciplinary, 4/88 Psychology, Experimentalspa
dc.description.impact2.173 SJR (2019) Q1, 10/468 Arts and Humanities (miscellaneous), 6/363 Human-Computer Interaction, 16/263 Psychology (miscellaneous)spa
dc.description.sponsorshipDavid A. Wilson Award for Excellence in Teaching and Learning (LIU-WIL2015)spa
dc.identifier.citationMartí-Parreño, J., Galbis-Córdova, A., & Miquel-Romero, MJ. (2018). Students' Attitude towards the Use of Educational Video Games to Develop Competencies. Computers in Human Behavior, 81, 366–377. DOI: 10.1016/j.chb.2017.12.017spa
dc.identifier.doi10.1016/j.chb.2017.12.017
dc.identifier.issn0747-5632
dc.identifier.urihttp://hdl.handle.net/11268/7011
dc.language.isoengspa
dc.peerreviewedSispa
dc.rights.accessRightsrestricted accessspa
dc.subject.uemVideojuegosspa
dc.subject.uemEducación basada en competenciasspa
dc.subject.uemEducación superiorspa
dc.subject.unescoVídeojuegospa
dc.subject.unescoDesarrollo de las habilidadesspa
dc.subject.unescoEnseñanza superiorspa
dc.titleStudents' attitude towards the use of educational video games to develop competenciesspa
dc.typejournal articlespa
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscoveryba51a661-8935-46fc-ab93-a1b1d14c502b

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