There are many acceptance factors that might influence teachers’ intent to create instruction supplemented or enhanced with digital game-based materials (DGBM). A mixed-methods exploration of five research questions was used to describe how teachers’ perceived ease of use, self-efficacy beliefs, opinions about usefulness, perceptions of relevance, and past experiences informed their acceptance of digital game-based materials. This research study took place at Hill Street Elementary School, which is a suburban K-5 school within the Kaia County School District. Data collection was conducted using a survey, one-on-one interviews, and fieldnotes. A purposeful sample of nine interview participants from grades K-4, and 18 survey participants from...
Taking care of teachers' competencies is essential to determine a satisfactory level of quality in t...
Digital gaming is a widespread activity in our society; more than 45 million homes have video-game c...
Digital educational games create a new perspective in learning culture, which go hand in hand with t...
There are many acceptance factors that might influence teachers’ intent to create instruction supple...
The purpose of this quantitative study was to determine current teacher training practices, both pre...
This study used qualitative methods to explore why some educators embrace the use of digital game-pl...
Studies have shown that digital media and digital games can enhance students\u27 learning experience...
Although games have permeated our society and culture, they have yet to take their rightful place in...
This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that...
This chapter addresses the integration of digital games in the education arena. It presents findings...
Teacher Perceptions of digital gaming and 21st-century skills in Middle School classrooms ABSTRACT T...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
This research examines the nature and level of educational computer-based game techniques adoption b...
The benefits of using digital games in the curriculum are well documented in literature. Most teache...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Taking care of teachers' competencies is essential to determine a satisfactory level of quality in t...
Digital gaming is a widespread activity in our society; more than 45 million homes have video-game c...
Digital educational games create a new perspective in learning culture, which go hand in hand with t...
There are many acceptance factors that might influence teachers’ intent to create instruction supple...
The purpose of this quantitative study was to determine current teacher training practices, both pre...
This study used qualitative methods to explore why some educators embrace the use of digital game-pl...
Studies have shown that digital media and digital games can enhance students\u27 learning experience...
Although games have permeated our society and culture, they have yet to take their rightful place in...
This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that...
This chapter addresses the integration of digital games in the education arena. It presents findings...
Teacher Perceptions of digital gaming and 21st-century skills in Middle School classrooms ABSTRACT T...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
This research examines the nature and level of educational computer-based game techniques adoption b...
The benefits of using digital games in the curriculum are well documented in literature. Most teache...
For decades, digital video games (DVGs) have been used in various educational contexts. However, the...
Taking care of teachers' competencies is essential to determine a satisfactory level of quality in t...
Digital gaming is a widespread activity in our society; more than 45 million homes have video-game c...
Digital educational games create a new perspective in learning culture, which go hand in hand with t...