Analysis of a Digital Game-Based Learning Experience
DOI:
https://doi.org/10.24320/redie.2024.26.e08.5031Keywords:
educational games, ICT, education, statistical analysis, high schoolAbstract
As interest grows in new teaching and learning alternatives, digital game-based options are emerging. This research provides empirical evidence of high school students’ perceptions of their intention to use educational video games, by testing a model including variables from the unified theory of acceptance and use of technology 2 and game elements. The data were collected from an online questionnaire administered to a sample of 407 Colombian high school students between 14 and 18 years of age. Partial least squares structural equation modeling was employed. The results identified factors that have a positive influence on intention to continue playing and perceived enjoyment, which may help achieve success in similar experiences in the future.
Downloads
References
Acosta-Medina, J. K., Torres-Barreto, M. L., Paba-Medina, M. C. y Alvarez-Melgarejo, M. (2020). Análisis de la gamificación en relación a sus elementos. Hal Open Science. https://hal.archives-ouvertes.fr/hal-02548860/document
Ab. Rahman, R., Ahmad, S. y Hashim, U. R. (2018). The effectiveness of gamification technique for higher education student’s engagement in polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, 15(41). https://doi.org/10.1186/s41239-018-0123-0
Alabbasi, D. (2017). Exploring graduate students’ perspectives towards using gamification techniques in online learning. Turkish Online Journal of Distance Education, 18(3), 180–196. https://doi.org/10.17718/tojde.328951
Aldemir, T., Celik, B. y Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235–254. https://doi.org/10.1016/j.chb.2017.10.001
Al-Azawei, A. y Alowayr, A. (2020). Predicting the intention to use and hedonic motivation for mobile learning: A comparative study in two middle eastern countries. Technology in Society, 62, 101325. https://doi.org/10.1016/j.techsoc.2020.101325
Anastasiadis, T., Lampropoulos, G. y Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144. https://doi.org/10.31695/IJASRE.2018.33016
Andrade, P. y Law, E. L. C. (4-6 de julio de 2018). User-based evaluation of gamification elements in an educational application. Proceedings of the 32nd International BCS Human Computer Interaction Conference (HCI), Belfast, United Kingdom. https://doi.org/10.14236/ewic/HCI2018.27
Bourgonjon, J., Valcke, M., Soetaert, R. y Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers y Education, 54(4), 1145–1156. https://doi.org/10.1016/j.compedu.2009.10.022
Braghirolli, L. F., Ribeiro, J. L. D., Weise, A. D. y Pizzolato, M. (2016). Benefits of educational games as an introductory activity in industrial engineering education. Computers in Human Behavior, 58, 315-324. https://doi.org/10.1016/j.chb.2015.12.063
Castells, M. (ed.) (2006). La sociedad red: una visión global. Alianza.
Cheng, Y. M., Lou, S. J., Kuo, S. H. y Shih, R. C. (2013). Investigating elementary school students’ technology acceptance by applying digital game-based learning to environmental education. Australasian Journal of Educational Technology, 29(1). https://doi.org/10.14742/ajet.65
Chung, C. H., Shen, C. y Qiu, Y. Z. (2019). Students’ acceptance of gamification in higher education. International Journal of Game-Based Learning, 9(2), 1–19. https://doi.org/10.4018/IJGBL.2019040101
Compeau, D., Higgins, C. A. y Huff, S. (1999). Social cognitive theory and individual reactions to computing technology: A longitudinal study. MIS Quarterly, 23(2), 145- 158. https://doi.org/10.2307/249749.
Davis, F.D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
Dicheva, D., Dichev, C., Agre, G., y Angelova, G. (2015). Gamification in education: a systematic mapping study. Educational Technology y Society, 18(3), 75–88. http://www.jstor.org/stable/jeductechsoci.18.3.75
Djaouti, D., Álvarez, J., Jessel, J. P. y Rampnoux, O. (2011). Origins of serious games. In M. Ma, A. Oikonomou y L. Jain (Eds.), Serious games and edutainment applications (pp. 25-43). Springer. https://doi.org/10.1007/978-1-4471-2161-9_3
Filippou, J., Cheong, C. y Cheong, F. (2018). A model to investigate preference for use of gamification in a learning activity. Australasian Journal of Information Systems, 22, 1–23. https://doi.org/10.3127/ajis.v22i0.1397
Fitz-Walter, Z. J. (2015). Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices [Tesis de doctorado, Queensland University of Technology, Australia]. QUT ePrints. https://eprints.qut.edu.au/83675/
Hernandez, M. D. (2011). A model of flow experience as determinant of positive attitudes toward online advergames. Journal of Promotion Management, 17(3), 315–326. https://doi.org/10.1080/10496491.2011.596761
Jackson, D. L. (2003). Revisiting sample size and number of parameters estimates: some support for the N: q hypothesis. Structural Equation Modeling, 10(1), 128- 141. https://doi.org/10.1207/S15328007SEM1001_6
Liu, Y. y Li, H. (2011). Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in China. Computers in Human Behavior, 27(2), 890-898. http://dx.doi.org/10.1016/j.chb.2010.11.014
Londoño, L. M. y Rojas, M. D. (2020). De los juegos a la gamificación: propuesta de un modelo integrado. Educación y Educadores, 23(3), 493-512. https://doi.org/10.5294/edu.2020.23.3.7
Marham, H., y Saputra, R. (29-30 de octubre de 2019). User Continuance in Playing Mobile Online Games Analyzed by Using UTAUT and game design. Proceedings, 3rd International Conference on Informatics and Computational Sciences (ICICoS), Semarang, Indonesia.
Martínez, M. y Fierro, E. (2018). Aplicación de la técnica PLS-SEM en la gestión del conocimiento: un enfoque técnico práctico. RIDE Revista Iberoamericana para la Investigación y el Desarrollo Educativo, 8(16), 130-134. https://doi.org/10.23913/ride.v8i16.336
Mekler, E. D., Brühlmann, F., Tuch, A. N. y Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in human behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048
Merikivi, J., Tuunainen, V. y Nguyen, D. (2017). What makes continued mobile gaming enjoyable? Computers in human behavior, 68, 411–421. https://doi.org/10.1016/j.chb.2016.11.070
Moore, G. C. y Benbasat, I. (1991). Development of an Instrument to measure the perceptions of adopting an information technology innovation. Information Systems Research 2(3), 192-222. https://doi.org/10.1287/isre.2.3.192
Moreno-Correa, S. (2020). La innovación educativa en los tiempos del Coronavirus. Salutem Scientia Spiritus, 6(1), 14-26. https://www.researchgate.net/publication/340515328_La_innovacion_educativa_en_los_tiempos_del_Coronavirus
Nguyen, D. (2015). Understanding perceived enjoyment and continuance intention in mobile games [Tesis de maestría, Aalto University, Finlandia]. Information Systems Science. http://epub.lib.aalto.fi/fi/ethesis/pdf/14000/hse_ethesis_14000.pdf
Ofosu-Ampong, K., Boateng, R., Anning-Dorson, T. y Kolog, E. A. (2020). Are we ready for Gamification? An exploratory analysis in a developing country. Education and Information technologies, 25, 1723–1742. https://doi.org/10.1007/s10639-019-10057-7
Phillips, C., Johnson, D., Klarkowski, M., White, M. J. y Hides, L. (2018, 23 de octubre). The impact of rewards and trait reward responsiveness on player motivation [conference]. Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, Melbourne, VIC, Australia. 393-404. https://doi.org/10.1145/3242671.3242713
Rapp, A. (2017). Designing interactive systems through a game lens: an ethnographic approach. Computers in Human Behavior. 71, 455–468. https://doi.org/10.1016/j.chb.2015.02.048
Seaborn, K., Fels, D. I., Bajko, R. y Hodson, J. (2017). Gamifying the media classroom: instructor perspectives and the multidimensional impact of gamification on student engagement. International Journal of Game-Based Learning, 7(4), 22–49. https://doi.org/10.4018/IJGBL.2017100102
Venkatesh, V., Morris, M.G., Davis, G.B. y Davis, F.D. (2003). User acceptance of information technology: toward a unified view. MIS Quarterly 27(3), 425–478. https://doi.org/10.2307/30036540
Venkatesh, V., Thong, J. Y. L. y Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. Management Information Systems Quarterly, 36(1), 157–178. https://doi.org/10.2307/41410412
Werbach, K. y Hunter, D. (2012). For the win: How game thinking can revolutionize your business (1st Ed.). Wharton Digital Press.
Zhou, T. (2011). Understanding mobile internet continuance usage from the perspectives of UTAUT and flow. Information Development, 27(3), 207–218. https://doi.org/10.1177/0266666911414596
Downloads
-
HTML
-
PDF
-
XML
-
EPUB
-
ABSTRACT AUDIOSPANISH 206
Article abstract page views: 1668
Published
2024-06-24License
Copyright (c) 2024 Nathaly Amaya-Olarte, Martha Liliana Torres-Barreto, Karen Rocío Plata-Gómez
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.