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A Study on Acceptance of Educational Games for the Students in the Stage of Compulsory Education

机译:义务教育阶段接受学生教育游戏的研究

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In order to study the students' acceptance of educational games in the stage of compulsory education, and to understand the relevant factors that affect their acceptance, the study used self-educated educational games technology acceptance questionnaires as the main tool and surveyed 16,757 students in the compulsory education period from the first to the ninth grade. The results show that students generally have a higher acceptance of the educational games. This acceptance is affected by many factors, including grade level, family location, parental education, time of parents' accompanying, academic level, and related technical experience all have impact on students' technical acceptance. However, regression analysis found that students' acceptance is not enough to predict whether they would actually use educational games, for parents and teachers may play a greater role in it. However, the technical acceptance of students can still be used to predict the effectiveness of use of educational games. In order to understand the rules and mechanism of educational games, researchers should consider the situation of students, parents and teachers comprehensively.
机译:为了研究学生接受义务教育阶段教育游戏,并了解影响他们的接受相关因素,研究中使用的自学成才的教育游戏技术接受问卷调查为主要工具和调查的16757名学生从第一义务教育阶段到九年级。结果表明,学生普遍有较高的接受的教育游戏。这种接受是由许多因素,包括年级,家庭所在地,父母教育,父母的时间随行,学术水平,以及相关的技术经验,都对学生的影响技术验收的影响。然而,回归分析发现,学生的接受是不够的,预测他们是否会实际使用的教育游戏,家长和老师可以在其中发挥更大的作用。然而,技术学生的接受能力还是可以用来预测使用的教育游戏的有效性。为了了解规则和教育游戏机制,研究人员应该考虑学生,家长和教师全面的情况。

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