Analysis of a Digital Game-Based Learning Experience

Authors

DOI:

https://doi.org/10.24320/redie.2024.26.e08.5031

Keywords:

educational games, ICT, education, statistical analysis, high school

Abstract

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.

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Published

2024-06-24