Students' perceptions about the use of video games in the classroom

被引:286
作者
Bourgonjon, Jeroen [1 ]
Valcke, Martin [1 ]
Soetaert, Ronald [1 ]
Schellens, Tammy [1 ]
机构
[1] Univ Ghent, Dept Educ Studies, B-9000 Ghent, Belgium
关键词
Multimedia/hypermedia systems; Interactive learning environments; Media in education; Pedagogical issues; Secondary education; TECHNOLOGY ACCEPTANCE MODEL; EXPLORATORY FACTOR-ANALYSIS; INFORMATION-TECHNOLOGY; PERCEIVED USEFULNESS; PLAY; ATTITUDES; GENDER; EDUCATION; TEACHERS; ADOPTION;
D O I
10.1016/j.compedu.2009.10.022
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video games is proposed, and empirically tested by involving 858 secondary school students. The results show that students' preference for using video games in the classroom is affected directly by a number of factors: the perceptions of students regarding the usefulness, ease of use, learning opportunities, and personal experience with video games in general. Gender effects are found as well, but appear to be mediated by experience and ease of use. (C) 2009 Elsevier Ltd. All rights reserved.
引用
收藏
页码:1145 / 1156
页数:12
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