Daniel Cardona Valencia, Fray Alonso Betancur Duque
{"title":"Technology Acceptance Model (TAM): A Study of Teachers’ Perception of the Use of Serious Games in the Higher Education","authors":"Daniel Cardona Valencia, Fray Alonso Betancur Duque","doi":"10.1109/RITA.2023.3250586","DOIUrl":null,"url":null,"abstract":"This work shows an analysis of the perception and intention to use serious games as teaching-learning strategies in academic processes in higher education. For the analysis, the adaptation of a TAM model is used, analyzing aspects such as ease of use, usefulness, attitude, confidence, and intention of use. As a result, it is evident that there is a low real use of the tools categorized as innovative and that the attitude towards the use of the serious game is mainly explained by the perceived confidence and the ease of use, being the attitude, in turn, the most important antecedent of the intention to adopt these strategies.","PeriodicalId":38963,"journal":{"name":"Revista Iberoamericana de Tecnologias del Aprendizaje","volume":"18 1","pages":"123-129"},"PeriodicalIF":1.0000,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Iberoamericana de Tecnologias del Aprendizaje","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/RITA.2023.3250586","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
This work shows an analysis of the perception and intention to use serious games as teaching-learning strategies in academic processes in higher education. For the analysis, the adaptation of a TAM model is used, analyzing aspects such as ease of use, usefulness, attitude, confidence, and intention of use. As a result, it is evident that there is a low real use of the tools categorized as innovative and that the attitude towards the use of the serious game is mainly explained by the perceived confidence and the ease of use, being the attitude, in turn, the most important antecedent of the intention to adopt these strategies.