接受严肃游戏培养高等教育教授的数字化能力

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
Juan Carlos Sandí-Delgado, C. Sanz, Edith Lovos
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引用次数: 2

摘要

严肃游戏是当前研究议程的焦点。它们有望让学生学习和练习技能。在少数研究中,它们被用于学术能力的发展。因此,深入研究严肃游戏在学术教育和培训中的益处是很有意义的。本文介绍了一项针对高等教育学者数字能力发展培训的严肃游戏研究。这项研究是与56名学者一起进行的,他们使用了一款名为AstroCódigo的严肃游戏。该研究使用TAM模型分析了严肃游戏的接受程度,以及学者们认为影响这种接受程度的因素。重要的是要了解影响通过严肃游戏形成学术能力的行动发展的可能障碍,这也会影响游戏作为教学资源的采用。之前的研究都没有集中分析用于学术能力发展的严肃游戏的技术接受度。研究结果表明,参与者认为玩严肃游戏有助于提升数字能力。然而,诸如最高学历、工作经验、专业发展、感知有用性、易用性以及对与年龄相关的变化的恐惧等方面可能会对学者(尤其是严肃游戏)对数字技术的使用和接受产生负面影响。这些结果可能是与这项研究中的大多数参与者在课堂上或数字技能培训中不使用严肃游戏这一事实相关的障碍的线索。此外,在AstroCódigo会议期间,学者们还重视了尝试和失败的可能性以及严肃游戏中提出的与乐趣相关的挑战水平的增加。这些发现为高等教育机构组织数字能力学术培训策略打开了大门。它们也会影响新严肃游戏的设计决策。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Acceptance of Serious Games to Develop Digital Competencies in Higher Education Professors
Serious games are the focus of the current research agenda. They show promise for allowing students to learn and practice skills. In fewer studies, they are used for the development of academic competencies. Therefore, it is of interest to deepen the research on the benefits of serious games in academic education and training. This article presents a study using serious games aimed at higher education academics’ training for the development of digital competencies. The study was carried out with 56 academics, using the serious game called AstroCódigo. The study analyzed the level of acceptance of serious games using the TAM model and what factors the academics believe affect this acceptance. It is important to know possible barriers that affect the development of actions oriented to the formation of academic competencies through serious games, which can also affect the adoption of games as a resource for teaching situations. None of prior studies have focused on analyzing the technological acceptance of serious games used for the development of academic competencies. The results of this research indicate that participants believe that using serious games can be beneficial to drive digital competencies. However, there are aspects such as the highest academic qualification, work experience, professional development, perceived usefulness, ease of use, and fear of change associated with age rank which can play a negative role in the use and acceptance of digital technologies by academics, particularly serious games. These results may be a clue to the barriers linked to the fact that most of the participants in this study do not use serious games in their classes or for their digital skills training. Additionally, the possibility to try and fail and the increased level of challenges proposed in the serious games, related to enjoyment, were valued by academics, during the sessions with AstroCódigo. These findings open the door to organize strategies for academic training in digital competencies within higher education institutions. They can also impact the design decisions of new serious games.
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来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
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