Search results for: Video games
Page 1/1 7 items
Using a Technology Acceptance Model (TAM) approach a research model is developed to predict teachers’ behavioural intention to use educational video games in their courses. The research model is tested via structural equation modelling (SEM) on a sample of 312 Higher Education teachers. Main results suggest that perceived usefulness influences in a direct and positive way teachers’ behavioural intention while perceived ease of use indirectly influences intention through perceived usefulness. Gender and age were not found to moderate teachers’ attitude and behavioural intention. Regarding managerial implications, the authors’ findings suggest that Teacher Training Programmes aiming to encourage the use of educational video games should focus in increasing teachers’ perceived usefulness of educational video games.
Updated: Dec. 18, 2019
This study examines the perceptions of preservice teachers before and after using a set of video games as teaching and learning tools. Findings indicated that although a majority agreed that video games can support many specific teaching and learning tasks, many remain skeptical of their value in classroom settings, with many of those participants also doubting their ability to successfully integrate video games into their teaching.
Updated: Oct. 07, 2015
In this review of literature, the authors identified over 300 articles whose descriptions related to video games and academic achievement. They found some evidence for the effects of video games on language learning, history, and physical education, but little support for the academic value of video games in science and math. They recommend separating simulations from games and refocusing the question onto the situated nature of game-player-context interactions, including meta-game social collaborative elements.
Updated: Jul. 22, 2014
The Gamer Generation Teaches School: The Gaming Practices and Attitudes towards Technology of Pre-Service Teachers
The goal of this study was to identify the gaming practices of freshmen undergraduate teacher education students. The authors also investigated how students who play games compared to non-gamers in their interest in using specific technologies for learning, their beliefs about how technology affects their learning, their orientation towards using new technologies, and their beliefs about the role of technology in their future careers.
Updated: Jun. 23, 2014
Playing Exergames in the Classroom: Pre-service Teachers’ Motivation, Passion, Effort, and Perspectives
The authors investigated pre-service teachers’ experience, motivation, passion, effort, and perspectives in playing exergames in the classroom. Findings indicated that most pre-service teachers had little prior experience in exergames. However, they enjoyed playing exergames in the classroom and considered it beneficial to incorporate exergames in teaching. They also raised concerns, challenges, and the need for resources to effectively incorporate exergames in teaching.
Updated: Jul. 23, 2013
The authors describe the preliminary findings associated with training pre-service teachers to use Massively Multiplayer Online Games (MMOGs) in their classrooms. The authors examine how a simple instructional intervention may emphasize salient, educational attributes of MMOGs and reduce the perceived curricular cost of MMOGs. To do so, this research applied a learning in technology perspective that describes immersive technology as a medium in which the environment and player become one.
Updated: Jul. 23, 2013
This investigation examines the success, pitfalls, and lessons learned from incorporating videogame-like components into an educational technology class. The students in this class chose various levels at which to complete assignments but had to earn a certain number of points before being able to move on to the next assignment. Findings reveal parallels between the students' cognitive, motivational, and affective processes and those of gamers.
Updated: Nov. 17, 2009