Educational video games (EVGs) are gaining momentum as a means of increasing students’ motivation in their learning process. Nevertheless, teachers might face several barriers that dissuade them from using educational video games in their courses. This study analyses factors affecting teachers´ behavioural intention to use educational video games in their courses using a Technology Acceptance Model (TAM) approach. The research model is tested via structural equation modelling (SEM) on a sample of 312 teachers in Higher Education institutions. Results suggest that perceived usefulness influences in a direct and positive way teachers’ intention to use educational video games. Results also suggest that perceived ease of use indirectly influenc...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage st...
Science teachers’ experiences, attitudes, perceptions, concerns, and support needs related to the us...
Educational video games represent an educational change that challenges teachers and managers of Hig...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
Educational video games (EVGs) are becoming a trending topic in education as a new teaching methodol...
Educational video games (EVGs) are receiving an increasing attention as an approach to teach new gen...
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the you...
Abstract Increasing interest has been shown in using video games as an educational resource due to t...
CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHER...
Academic literature acknowledges the benefits of using educational games as a means to motivate and ...
Video games have become an essential part of the way people play and learn. While an increasing numb...
The use of digital games in education is growing. Digital games with their elements of `play' and `c...
Video games have become an essential part of the way people play and learn. While an increasing numb...
Despite their popularity with learners, many K–12 teachers are reluctant to use video games as learn...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage st...
Science teachers’ experiences, attitudes, perceptions, concerns, and support needs related to the us...
Educational video games represent an educational change that challenges teachers and managers of Hig...
Educational video games are gaining momentum as a means to increase students' attention on the learn...
Educational video games (EVGs) are becoming a trending topic in education as a new teaching methodol...
Educational video games (EVGs) are receiving an increasing attention as an approach to teach new gen...
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the you...
Abstract Increasing interest has been shown in using video games as an educational resource due to t...
CREATING DIGITAL GAMES AS INTERACTIVE LEARNING ENVIRONMENTS: FACTORS THAT AFFECT PALESTINIAN TEACHER...
Academic literature acknowledges the benefits of using educational games as a means to motivate and ...
Video games have become an essential part of the way people play and learn. While an increasing numb...
The use of digital games in education is growing. Digital games with their elements of `play' and `c...
Video games have become an essential part of the way people play and learn. While an increasing numb...
Despite their popularity with learners, many K–12 teachers are reluctant to use video games as learn...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage st...
Science teachers’ experiences, attitudes, perceptions, concerns, and support needs related to the us...