技术接受模型(TAM):高等教育中教师对严肃游戏使用的认知研究

IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Daniel Cardona Valencia, Fray Alonso Betancur Duque
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引用次数: 0

摘要

本研究分析了在高等教育学术过程中使用严肃游戏作为教学策略的认知和意图。在分析中,使用了TAM模型的适应性,分析了易用性、有用性、态度、信心和使用意图等方面。因此,很明显,被归类为创新的工具的实际使用率很低,对使用严肃游戏的态度主要由感知到的信心和易用性来解释,反过来,态度是采用这些策略的意图的最重要的先决条件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Technology Acceptance Model (TAM): A Study of Teachers’ Perception of the Use of Serious Games in the Higher Education
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.
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来源期刊
CiteScore
4.30
自引率
0.00%
发文量
45
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