Jeroen Bourgonjon, Martin Valcke, Ronald Soetaert, Tammy Schellens Students’ perceptions about the use of video games in the classroom Computers & Education.

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Presentation transcript:

Jeroen Bourgonjon, Martin Valcke, Ronald Soetaert, Tammy Schellens Students’ perceptions about the use of video games in the classroom Computers & Education 1

Introduction digital nativesPrensky, 2001 The net generationOblinger & Oblinger, 2005 screenagersRushkoff, 1997 millenialsStrauss, 2000 Gamer generationBeck & Wade,

Introduction These students require a new educational approach (Oblinger & Oblinger, 2005; Prensky, 2001) Did students are immersed in video gaming Did students prefer digital game-based learning Identify critical issues in the video game adoption process 3

Introduction A model for understanding and predicting students’ acceptance of video games This model is based on an extension of the technology acceptance model (TAM, Davis, 1989) 4

Literature review Fishbein and Ajzen (1975) introduced the theory of reasoned action (TRA) Attitude toward behavior The perceived social pressure Technology acceptance model (TAM) usefulness ease of use 5

Literature review Video game acceptance The acceptance of mobile games with a TAM-based model, Kwang and Kim (2006 in Ha, Yoon, & Choi, 2007) Online gaming acceptance with extended TAM, Hsu and Lu (2004) Video game acceptance in education No TAM research could be traced that studied the acceptance of video games as learning tools. 6

Research model and hypotheses Dependent variable: preference for video games(PVG) Do students want video games in the classroom? Usefulness (U) and learning opportunities (LO) “performance” is the keyword of usefulness The opportunities for learning Ease of use (EOU) easy to use 7

Research model and hypotheses Experience Time dedicated to playing video games Diversity in playing games Identification with game culture Gender Males tend to play games more often They play different types of games 8

Research model and hypotheses H1: Usefulness (U) positively affects preference for video games (PVG). H2: Learning opportunities (LO) positively affects preference for video games (PVG). H3: Learning opportunities (LO) positively affects usefulness (U). H4: Ease of use (EOU) positively affects preference for video games (PVG). H5: Ease of use (EOU) positively affects usefulness (U). H6: Ease of use (EOU) positively affects learning opportunities (LO). H7: Experience positively affects preference for video games (PVG). H8: Experience positively affects ease of use (EOU). H9: Experience positively affects learning opportunities (LO). H10: Experience positively affects usefulness (U). H11: Gender affects experience. H12: Gender affects ease of use (EOU). H13: Gender affects preference for video games (PVG). 9

Research model and hypotheses 10

Method Research design A survey chi-square test Student’s t-test Structural equation modeling (SEM) Analyze different predictors 11

Method Participants 858 secondary school students age 12–20, M = 15.2, SD = % was female (n = 413) 51.9% was male (n = 445) each grade level was represented by at least 85 subjects 12

Method Measures First section: demographic situation of the respondents Second section : different variables in the research model 5 point Lickert scale 10 point scale on preference for video games 13

Results Descriptive statistics mean hours of weekly playtime:4.6 removing the top and bottom 5%: 3.7 independent-samples t-test males (M = 6.96, SD = 7.42) females (M = 2.16, SD = 4.15) t(707) = 11.82, p <.001, Cohen’s d =.80 14

Results Descriptive statistics weekly playtime nongamers (0 h of weekly playtime) rare gamers (]0, 1]) moderate gamers (]1–5]) frequent gamers (]5, ∞[) Students preferred medium for video gaming A chi-square test shows significant association between gender and the experience groups (X2 (3, n = 858) = 193.1, p <.001, Cramer’s V =.47) 15

Results A chi-square test between gender and preferred medium for video gaming (X2 (4, n = 748) = 83.6, p <.001, Cramer’s V =.33). 16

Results 17

Results Psychometric quality of the research instruments Because the survey consisted of newly constructed and adapted scales two split-half samples Exploratory factor analysis(EFA) confirmatory factor analysis(CFA) KMO, RMSEA, GFI, aGFI all scales exhibited acceptable internal reliability 18

Results Model fit data fit the hypothesized relationships between the different constructs 19

Results 20

Results 21

Discussion Results support the use of TAM in GBL Usefulness and ease of use Similar to other research in educationl Learning opportunities is an important third user belief Gender and preference for video games Experience and ease of use A different kind of education 22

Discussion Student population is more diverse than before Matter of concern: Students’ resistance to using video games Experienced users A more profound level: Comparing video games with other media Studying the content of video games 23

Conclusions and limitations The purpose of this study was twofold: Assumptions were tested A model was proposed, validated and tested Large differences between groups of students Gender differences SEM proved the model fit TAM learning opportunities and experience 24

Conclusions and limitations Educational change can never be the case of student acceptance alone The perceptions and beliefs of other stakeholders Different types of video game The actual integrated use of video games in teaching and learning settings 25

Thank You for Listening 26