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Tertiary students' acceptance of a game to teach information literacy

机译:第三学生接受一个游戏来教信息素养

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Purpose - The purpose of this paper is to investigate tertiary students' acceptance of digital game-based learning (DGBL). Specifically, it investigated the influence of learning motivation, enjoyment, and perceived usefulness on students' behavioral intention to play an information literacy (IL) game. Design/methodology/approach - In total, 150 tertiary students were recruited to play an IL game, and fill in a survey questionnaire. Multiple linear regression was performed Findings - Results indicated that attention, satisfaction, affective enjoyment, and perceived usefulness were significant determinants for the behavioral intention to play IL games. However, relevance, confidence, cognitive enjoyment, and behavioral enjoyment were not found to predict their behavioral intention. Research limitations/implications - The authors did not consider other factors in the hypotheses, such as the mediating effects of enjoyment on behavioral intention, and the influence of students' individual characters such as learning styles or personalities on their behavioral intention of using DGBL. Further, the EL game used in the study, Library Escape, may reduce generalizability of the results. The study used self-reported attitudinal data from survey questionnaires, while behavioral data were not considered. Practical implications - The results showed that pedagogical features, enjoyment factors, and perceived usefulness remain critical in the uptake of IL games by students. Further, the study demonstrated that instead of behavioral or cognitive dimensions of enjoyment, players are more concerned with affective enjoyment. Hence, developing DGBL with affective features should be pursued. Originality/value - By taking into consideration both pedagogical and gameplay characteristics of DGBL to explain students' acceptance of IL games, this study integrates and extends previous studies in the context of IL games. Additionally, instead of using perceived enjoyment as a single dimensional construct, this study adopted a multifaceted, more nuanced perspective on the perceived enjoyment of DGBL.
机译:目的——本文的目的大专学生的接受调查数字基于游戏的学习(DGBL)。它调查了影响学习动机、享受和感知有用性发挥学生的行为意向信息素养(IL)的游戏。设计/方法/方法——总共150他们招募了三级学生发挥游戏,并填写调查问卷。进行多元线性回归发现,结果表明,注意,满意度,情感享受,感知有用性是行为的重要决定因素打算玩他的游戏。信心,认知享受,和行为享受没有发现预测行为意向。——作者没有限制/影响考虑其他因素的假设,例如享受的中介影响行为意图,学生的影响如学习方式或单个字符个性对他们行为的意图使用DGBL。研究、图书馆逃跑,可能会减少概括性的结果。自我报告的态度调查的数据问卷调查,而行为数据考虑。表明,教学功能,享受因素,感知有用性仍然是至关重要的在IL游戏的学生。研究证明,而不是行为或认知维度的乐趣,玩家更关心情感的享受。应该发展与情感DGBL特性追求。考虑教育和游戏DGBL解释学生的特点接受IL游戏,本研究和集成扩展了以前的研究中游戏。享受作为一个空间的构造,这一点采取了多方面的研究,更为微妙视角DGBL的感知的乐趣。

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