Acceptance of game-based learning by secondary school teachers
ARTICLE
Jeroen Bourgonjon, Frederik De Grove, Cindy De Smet, Jan Van Looy, Ronald Soetaert, Martin Valcke
Computers & Education Volume 67, Number 1, ISSN 0360-1315 Publisher: Elsevier Ltd
Abstract
The adoption and the effectiveness of game-based learning depend largely on the acceptance by classroom teachers, as they can be considered the true change agents of the schools. Therefore, we need to understand teachers' perceptions and beliefs that underlie their decision-making processes. The present study focuses on the factors that influence the acceptance of commercial video games as learning tools in the classroom. A model for describing the acceptance and predicting the uptake of commercial games by secondary school teachers is suggested. Based on data gathered from 505 teachers, the model is tested and evaluated. The results are then linked to previous research in the domains of technology acceptance and game-based learning.
Citation
Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R. & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education, 67(1), 21-35. Elsevier Ltd. Retrieved December 8, 2019 from https://www.learntechlib.org/p/201329/.
This record was imported from
Computers & Education
on January 29, 2019.
Computers & Education is a publication of Elsevier.
Keywords
Cited By
View References & Citations Map-
Personal, technological, and motivational factors influencing teachers´ attitude towards educational video games
José Martí-Parreño, Universidad Europea de Valencia, Spain; María José Miquel-Romero, Universitat de València, Spain; Antonio A. Sánchez-Mena, Laureate International Universities, United States
Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 451–457
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.