International Journal of Human-Computer Studies
Computers & Education - VIRTUALITY IN EDUCATION selected contributions from the CAL 99 symposium
Children's enjoyment and perception of computer use in the home and the school
Computers & Education
The Art of Computer Game Design
The Art of Computer Game Design
Why do people use information technology?: a critical review of the technology acceptance model
Information and Management
Examining technology acceptance by school teachers: a longitudinal study
Information and Management
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Examining the pedagogical foundations of modern educational computer games
Computers & Education
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Students' perceptions about the use of video games in the classroom
Computers & Education
Introduction to Structural Equation Modelling Using SPSS and Amos
Introduction to Structural Equation Modelling Using SPSS and Amos
The concept of flow in collaborative game-based learning
Computers in Human Behavior
International Journal of Game-Based Learning
Modeling storytelling to be used in educational video games
Computers in Human Behavior
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Interest in using digital games for formal education has steadily increased in the past decades. When it comes to actual use, however, the uptake of games in the classroom remains limited. Using a contextual approach, the possible influence of factors on a school (N=60) and teacher (N=409) level are analyzed. Findings indicate that there is no effect of factors on the school level whereas on a teacher level, a model is tested, explaining 68% of the variance in behavioral intention, in which curriculum-relatedness and previous experience function as crucial determinants of the adoption intention. These findings add to previous research on adoption determinants related to digital games in formal education. Furthermore, they provide insight into the relations between different adoption determinants and their association with behavioral intention.