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首页> 外文期刊>Computers in Human Behavior >Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education
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Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education

机译:教室里的数字游戏?正规教育中教师采用数字游戏的情境方法

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Interest in using digital games for formal education has steadily increased in the past decades. When it comes to actual use, however, the uptake of games in the classroom remains limited. Using a contextual approach, the possible influence of factors on a school (N - 60) and teacher (N = 409) level are analyzed. Findings indicate that there is no effect of factors on the school level whereas on a teacher level, a model is tested, explaining 68% of the variance in behavioral intention, in which curriculum-relatedness and previous experience function as crucial determinants of the adoption intention. These findings add to previous research on adoption determinants related to digital games in formal education. Furthermore, they provide insight into the relations between different adoption determinants and their association with behavioral intention.
机译:在过去的几十年中,使用数字游戏进行正规教育的兴趣在稳步增长。但是,在实际使用中,教室中游戏的使用仍然受到限制。使用上下文方法,分析了因素对学校(N-60)和教师(N = 409)水平的可能影响。调查结果表明,因素对学校没有影响,而在教师层面,对模型进行了测试,解释了68%的行为意愿差异,其中课程相关性和以往的经验是采用意愿的关键决定因素。这些发现增加了以前关于正规教育中与数字游戏有关的采用决定因素的研究。此外,他们提供了对不同采用决定因素之间的关系及其与行为意图的关联的见解。

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