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Student perceptions of educational games in higher education : an empirical study

机译:学生对高等教育中教育游戏的看法:一项实证研究

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摘要

Studies of educational games (EG) have attracted researchers’ attention especially in the last few years due to its promising potential as well as the factor of preferences of younger generations. Studies have found that EG can enhanced teaching and learning process. However, its acceptance rate is rather slow because of some reasons. Understanding students’ acceptance factors can help designers design specific applications for intended users. This study investigated the factors that might affect student acceptance of EG. Derived upon user acceptance theory, we proposed and tested several factors (performance expectancy, effort expectancy, social influence and attitude)towards student preferences to use EG. This study present the details of instruments used and result of analysis done using descriptive and regression analysis. Findings would be useful for EG designers and policy makers in understanding student perceptions toward EG, hence, provide some guidelines in design and implementation of EG
机译:教育游戏(EG)的研究吸引了研究者的注意力,尤其是在最近几年,这是因为它具有广阔的发展潜力以及年轻一代的喜好因素。研究发现,EG可以增强教学过程。但是,由于某些原因,它的接受速度相当慢。了解学生的接受因素可以帮助设计师为目标用户设计特定的应用程序。这项研究调查了可能影响学生接受EG的因素。根据用户接受理论,我们提出并测试了影响学生使用EG的几个因素(预期表现,努力预期,社会影响和态度)。这项研究介绍了使用的仪器的详细信息以及使用描述性和回归分析完成的分析结果。研究结果对于EG设计者和决策者理解学生对EG的看法将是有用的,因此,为EG的设计和实施提供了一些指导

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