This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that affect teachers’ intentions to use digital educational games in the classroom. Research shows that using computers and other digital technologies like digital games is one way to influence young people’s career aspirations and improve their digital literacy. This is particularly important as the world of work is changing and emerging jobs becoming more intensive in their use of digital technologies. In the developing world and in particular Nigeria, there have been calls to improve the digital literacy skills of young people to help them make informed career choices, and fully participate effectively and equally in the digital world. However...
Digital games have been used sporadically in classrooms since the 1970s, but their adoption rate con...
This paper presents the results of a study on the adoption and integration of Information and Commun...
Acknowledging the persuasiveness of general arguments for serious uses of ‘serious games’, this rese...
This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that...
The use of digital games in education is growing. Digital games with their elements of `play' and `c...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
The benefits of using digital games in the curriculum are well documented in literature. Most teache...
This chapter addresses the integration of digital games in the education arena. It presents findings...
Mathematics education is under threat in Nigeria. Young people report it as boring and difficult; te...
This study used qualitative methods to explore why some educators embrace the use of digital game-pl...
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the you...
The globalization of information technology has been an agent of changes in almost every aspect of o...
There are many acceptance factors that might influence teachers’ intent to create instruction supple...
Relevant literature suggests that today’s children possess digital skills and competences that set t...
Digital educational games create a new perspective in learning culture, which go hand in hand with t...
Digital games have been used sporadically in classrooms since the 1970s, but their adoption rate con...
This paper presents the results of a study on the adoption and integration of Information and Commun...
Acknowledging the persuasiveness of general arguments for serious uses of ‘serious games’, this rese...
This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that...
The use of digital games in education is growing. Digital games with their elements of `play' and `c...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
The benefits of using digital games in the curriculum are well documented in literature. Most teache...
This chapter addresses the integration of digital games in the education arena. It presents findings...
Mathematics education is under threat in Nigeria. Young people report it as boring and difficult; te...
This study used qualitative methods to explore why some educators embrace the use of digital game-pl...
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the you...
The globalization of information technology has been an agent of changes in almost every aspect of o...
There are many acceptance factors that might influence teachers’ intent to create instruction supple...
Relevant literature suggests that today’s children possess digital skills and competences that set t...
Digital educational games create a new perspective in learning culture, which go hand in hand with t...
Digital games have been used sporadically in classrooms since the 1970s, but their adoption rate con...
This paper presents the results of a study on the adoption and integration of Information and Commun...
Acknowledging the persuasiveness of general arguments for serious uses of ‘serious games’, this rese...