Explaining the role of user participation in information system use
Management Science
A feedback model to understand information system usage
Information and Management
Why do people use information technology?: a critical review of the technology acceptance model
Information and Management
An empirical investigation of student acceptance of course websites
Computers & Education
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Examining technology acceptance by school teachers: a longitudinal study
Information and Management
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
An empirical assessment of a modified technology acceptance model
Journal of Management Information Systems - Special section: Strategic and competitive information systems
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
A meta-analysis of the technology acceptance model
Information and Management
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
A case study of computer gaming for math: Engaged learning from gameplay?
Computers & Education
'Evaluating a music e-learning resource: The participants' perspective'
Computers & Education
Adding contextual specificity to the technology acceptance model
Computers in Human Behavior
User acceptance of hedonic information systems
MIS Quarterly
Internet parenting styles and the impact on Internet use of primary school children
Computers & Education
Parental acceptance of digital game-based learning
Computers & Education
Learning and motivational impacts of a multimedia science game
Computers & Education
Virtual cultural heritage consumption: a 3D learning experience
International Journal of Technology Enhanced Learning
A narrative metaphor to facilitate educational game authoring
Computers & Education
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Making games in the classroom: Benefits and gender concerns
Computers & Education
Little experience with ICT: Are they really the Net Generation student-teachers?
Computers & Education
Acceptance of game-based learning by secondary school teachers
Computers & Education
International Journal of Game-Based Learning
Enjoy and learn with educational games: Examining factors affecting learning performance
Computers & Education
Evaluating multiple aspects of a digital educational problem-solving-based adventure game
Computers in Human Behavior
Computers in Human Behavior
Measuring engagement in video game-based environments: Investigation of the User Engagement Scale
Computers in Human Behavior
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Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video games is proposed, and empirically tested by involving 858 secondary school students. The results show that students' preference for using video games in the classroom is affected directly by a number of factors: the perceptions of students regarding the usefulness, ease of use, learning opportunities, and personal experience with video games in general. Gender effects are found as well, but appear to be mediated by experience and ease of use.