Perceived critical mass effect on groupware acceptance
European Journal of Information Systems
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
Teaching with games: the Minesweeper and Asteroids experience
Journal of Computing Sciences in Colleges
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
The role of moderating factors in user technology acceptance
International Journal of Human-Computer Studies
Technology uses and student achievement: A longitudinal study
Computers & Education
Computer game design: Opportunities for successful learning
Computers & Education
The acceptance and use of a virtual learning environment in China
Computers & Education
Infusing Technology into the Classroom: Continuous Practice Improvement
Infusing Technology into the Classroom: Continuous Practice Improvement
A case study of computer gaming for math: Engaged learning from gameplay?
Computers & Education
Examining the pedagogical foundations of modern educational computer games
Computers & Education
Modelling technology acceptance in education: A study of pre-service teachers
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
Parental acceptance of digital game-based learning
Computers & Education
Making games in the classroom: Benefits and gender concerns
Computers & Education
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
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The adoption and the effectiveness of game-based learning depend largely on the acceptance by classroom teachers, as they can be considered the true change agents of the schools. Therefore, we need to understand teachers' perceptions and beliefs that underlie their decision-making processes. The present study focuses on the factors that influence the acceptance of commercial video games as learning tools in the classroom. A model for describing the acceptance and predicting the uptake of commercial games by secondary school teachers is suggested. Based on data gathered from 505 teachers, the model is tested and evaluated. The results are then linked to previous research in the domains of technology acceptance and game-based learning.