The second self: computers and the human spirit
The second self: computers and the human spirit
Information technology and gender equality: a contradiction in terminis?
Computers & Education
A feedback model to understand information system usage
Information and Management
The family-school connection: possibilities for technology
Computers in the Schools
Modelling and supporting ICT implementation in secondary schools
Computers & Education
Extending the technology acceptance model: the influence of perceived user resources
ACM SIGMIS Database - Special issue on adoption, diffusion, and infusion of IT
Why do people use information technology?: a critical review of the technology acceptance model
Information and Management
Information Systems Research
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
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
From Barbie® to Mortal Kombat: Gender and Computer Games
From Barbie® to Mortal Kombat: Gender and Computer Games
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
The effect of service employees' technology readiness on technology acceptance
Information and Management
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
The acceptance and use of a virtual learning environment in China
Computers & Education
Epistemic frames for epistemic games
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Adding contextual specificity to the technology acceptance model
Computers in Human Behavior
Students' perceptions about the use of video games in the classroom
Computers & Education
Internet parenting styles and the impact on Internet use of primary school children
Computers & Education
Designing meaningful play within the psycho-social context of older adults
Proceedings of the 3rd International Conference on Fun and Games
Serious games and learning effectiveness: The case of It's a Deal!
Computers & Education
Designing a mobile video game to help young deaf children learn Auslan
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Acceptance of game-based learning by secondary school teachers
Computers & Education
International Journal of Game-Based Learning
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In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs about games. The present research develops and validates a path model to explain and predict parental acceptation of video games in the classrooms of their children. The hypothetical model was found reliable and valid, based on a survey of 858 parents with at least one child in secondary education. Overall, the results show that 59% of the variance in parents' preference for video games can be explained by the model comprising hypotheses about learning opportunities, subjective norm, perceived negative effects of gaming, experience with video games, personal innovativeness, and gender.