Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education

  • Authors:
  • Frederik De Grove;Jeroen Bourgonjon;Jan Van Looy

  • Affiliations:
  • Research Group for Media and ICT (IBBT-MICT), Ghent University, Korte Meer 7-9-11, B9000 Gent, Belgium;Department of Educational Studies, Ghent University, H. Dunantlaan 2, B9000 Gent, Belgium;Research Group for Media and ICT (IBBT-MICT), Ghent University, Korte Meer 7-9-11, B9000 Gent, Belgium

  • Venue:
  • Computers in Human Behavior
  • Year:
  • 2012

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Abstract

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.