运用与满足的方法评价ATIC的延续意向:一款学习创业的严肃视频游戏

IF 6 2区 管理学 Q1 BUSINESS
Esteban Crespo-Martínez , Salvador Bueno , M. Dolores Gallego
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引用次数: 0

摘要

本研究探讨了严肃游戏在教育中的应用,特别是评估了ATIC,一个旨在加强创业教育的游戏。运用使用与满足理论,本研究考察了学生的动机和满意度,包括9个构念:享受、幻想、逃避、安全、成就、自我认同、社会存在、社会互动和继续意愿。共有666名学生参与,通过调查、观察和访谈收集数据。结果表明,ATIC成功地吸引了学生,提供了娱乐和宝贵的学习经验,提高了创业知识,解决问题的能力和批判性思维。该研究为教育工作者和开发人员提供了通过游戏改善创业教育的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Uses and Gratifications approach to evaluate the continuance intention of ATIC: A serious video game to learn entrepreneurship
This study explores the use of serious games in education, specifically evaluating ATIC, a game designed to enhance entrepreneurship education. Using the Uses and Gratifications Theory, the research examines students' motivations and satisfaction across nine constructs: Enjoyment, Fantasy, Escapism, Security, Achievements, Self-recognition, Social Presence, Social Interaction, and Continuance Intention. A total of 666 students participated, with data collected through surveys, observations, and interviews. Results show that ATIC successfully engages students, offering both entertainment and valuable learning experiences, enhancing entrepreneurial knowledge, problem-solving, and critical thinking. The study offers insights for educators and developers on improving entrepreneurship education through games.
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来源期刊
CiteScore
10.30
自引率
25.00%
发文量
136
审稿时长
64 days
期刊介绍: The International Journal of Management Education provides a forum for scholarly reporting and discussion of developments in all aspects of teaching and learning in business and management. The Journal seeks reflective papers which bring together pedagogy and theories of management learning; descriptions of innovative teaching which include critical reflection on implementation and outcomes will also be considered.
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