Impact of anxiety on students' behavioural intention to use business simulation games

Fazlyn Petersen
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Abstract

The use of business simulation games in education is increasing as it allows students to apply theoretical concepts. It encourages critical skills for Information Systems students such as problem-solving, critical thinking and creativity. However, there may be a steep learning curve for students with limited skills and experience. The steep learning curve may lead to anxiety. This research used positivism and added anxiety as a variable to the Unified Theory of Acceptance and Use of Technology (UTAUT) model. Quantitative data were collected from 224 third-year Information Systems students via an online survey. Data were analysed using Partial Least Squares (PLS) Structured Equation Modelling. This research produced unexpected results, as effort expectancy and facilitating conditions did not influence behavioural intention. The influence of anxiety was also not negative. These findings are contrary to the literature. Debriefing, tutor support and training videos may also have reduced the initial anxiety experience, and this may influence the future usage of business simulation games.
焦虑对学生使用商业模拟游戏行为意向的影响
商业模拟游戏在教育中的应用越来越多,因为它允许学生应用理论概念。它鼓励信息系统学生的关键技能,如解决问题,批判性思维和创造力。然而,对于技能和经验有限的学生来说,学习曲线可能会很陡峭。陡峭的学习曲线可能会导致焦虑。本研究在技术接受与使用统一理论(UTAUT)模型中加入了实证主义,并将焦虑作为变量。通过在线调查收集了224名信息系统三年级学生的定量数据。数据分析使用偏最小二乘(PLS)结构方程模型。这项研究产生了意想不到的结果,因为努力预期和便利条件并不影响行为意图。焦虑的影响也不是负面的。这些发现与文献相反。汇报、导师支持和培训视频也可能减少最初的焦虑体验,这可能会影响未来商业模拟游戏的使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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