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Understanding technology acceptance features in learning through a serious game

机译:通过认真的游戏了解学习中的技术接受特征

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The aim of this paper is to analyze the determinant factors related to the use of a serious game in teaching accounting, namely DEBORAH Game. After presenting this game to undergraduate accounting students, we collected data regarding their perception of its use. Using confirmatory factor analysis and structural equation modeling, the main results suggest that the acceptance of contemporary tools used in accounting courses relies on the perceived usefulness of the game and on the interaction of students with colleagues, rather than effort expectancy. The results of this study are relevant to understanding accounting students' acceptance of technologies, because accounting professionals will need to adopt technology to develop their activities after their undergraduate courses.
机译:本文旨在分析与在教学会计中使用严肃游戏(即DEBORAH游戏)相关的决定因素。在将游戏介绍给会计专业的本科生后,我们收集了有关其使用感知的数据。使用验证性因素分析和结构方程模型,主要结果表明,会计课程中使用的当代工具的接受取决于游戏的感知有用性以及学生与同事的互动,而不是期望的工作量。这项研究的结果与了解会计专业学生对技术的接受程度有关,因为会计专业人士在本科课程结束后需要采用技术来开展活动。

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