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Video games in the classroom:

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(Malone, 1980; Lepper & Malone, 1987; McFarlane et al., 2002) ... Lepper, M. R., & Malone, T. W. (1987) ... Malone, T. W. (1980). What makes things fun to learn? ... – PowerPoint PPT presentation

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Title: Video games in the classroom:


1
Video games in the classroom
  • Teachers perceptions

2
Introduction
3
(Video) games and education
  • Rieber (1996)
  • Gee (2003)
  • Bogost (2007)

Intoduction
4
Video games in education
  • Games gt Constructivist learning(Singleton,
    2009 Shaffer, 2009)
  • Students gt Digital natives (Prensky, 2001
    Oblinger Oblinger, 2005 Beck Wade, 2004)
  • Games gt Motivational(Malone, 1980 Lepper
    Malone, 1987 McFarlane et al., 2002)

Intoduction
5
Research contests assumptions 1 2
  • Digital natives
  • (Bennett, Maton Kervin, 2007 Schulmeister,
    2008)
  • Students acceptance
  • (Squire, 2004 Egenfeldt-Nielsen, 2007
    Whitton, 2007 Bourgonjon et al., unpublished)

Intoduction
6
Research contests assumptions 1 2
  • Digital natives (Bennett, Maton Kervin, 2007
    Schulmeister, 2008)
  • Students acceptance(Squire, 2004
    Egenfeldt-Nielsen, 2005 Whitton, 2007
    Bourgonjon et al., unpublished)
  • Teachers acceptance(Verheul van Dijck, 2009
    Can Cagiltay, 2006 Sandford et al., 2006)

Intoduction
7
Research questions
8
Research questions
  • RQ1 How do teachers perceive the use of video
    games in the classroom?
  • RQ2 Do teachers (intend to) use video games in
    the classroom?
  • RQ3 What factors influence teachers intentions
    to use video games?

Intoduction
9
RQ1 Teachers perceptionsRQ2 Teachers
intentions
10
Descriptive statistics
  • N 505 secondary school teachers
  • 33 online, 66 paper (33 games first)
  • 57 female, 43 male
  • Mean teacher experience 15.5 years

RQ1 and 2
11
Descriptive statistics
  • Only 3.2 had experimented with games
  • ? 27 in Sandford et al. (2006)
  • Only 2.8 uses games

RQ1 and 2
12
RQ1 and 2
13
RQ1 and 2
14
RQ1 and 2
15
RQ1 and 2
16
RQ3 Explaining Teachers Intentions
17
Technology Acceptance Model
Ease of use (EOU)
Behavioral Intention (BI)
Actual Use
Usefulness (U)
Explaining teachers intentions
18
Criticism on TAM
  • Information Systems research
  • Educational research
  • Game research

Explaining teachers intentions
19
Criticism on TAM
  • inconsistent findings (Legris et al., 2003 van
    Braak Goeman, 2001 Wolski Jackson, 1999
    Yuen Ma, 2008 Hsu Lu, 2004)
  • not accounting for a factors(Mathieson, 1991
    McFarland Hamilton, 2006 Kiraz Ozdemir,
    2006)
  • focus too strong on technology(Hermans et al.,
    2008)
  • hedonic systems(van der Heijden, 2004)

Explaining teachers intentions
20
Beyond TAM
  • Accounting for
  • Purpose (education)
  • Type of technology (games)
  • Target users (teachers)
  • Context (social influences, school)

Explaining teachers intentions
21
1. Purpose Type of technology
  • Games education
  • Learning opportunities (LO)
  • Problems (PROB)
  • Games aggression
  • Violent effects (VIOL)

Explaining teachers intentions
22
2. Target users
  • Teachers beliefs
  • General educational beliefs (EBt, EBl)
  • Teachers skills
  • Personal innovativeness (PIIT)
  • Computer Self-Efficacy (CSE)
  • Teachers experience
  • Experience with games (XPe)
  • Interest in games for educational use (INT)

Explaining teachers intentions
23
3. Context
  • Social influences
  • Critical mass (CRIT)
  • Social Norm (SN)
  • School context
  • ICT policy (ICTpol)
  • Facilities (FAC)

Explaining teachers intentions
24
Sequential regression analysis
  • Variables that needs to be controlled for
  • TAM variables
  • Purpose Type of technology variables
  • Target users variables
  • Context variables

SRA
25
Sequential regression analysis
  • Variables that needs to be controlled for
  • TAM variables
  • Purpose Type of technology variables
  • Target users variables
  • Context variables

SRA
26
Sequential regression analysis
  • Variables that needs to be controlled for
  • TAM variables
  • Purpose Type of technology variables
  • Target users variables
  • Context variables

SRA
27
Sequential regression analysis
  • Variables that needs to be controlled for
  • TAM variables
  • Purpose Type of technology variables
  • Target users variables
  • Context variables

SRA
28
Extended (TAM) model
  • Experience in education
  • Usefulness
  • Interest in games for education
  • Critical mass
  • Social norm
  • ICT policy

SRA
29
Usefulness
Learning opportunities
Usefulness
Problems
Usefulness (U)
Increased productivity
?
SRA
30
New model
  • Experience in education (years) (-.105)
  • Learning opportunities
  • Problems
  • Interest in games for education
  • Critical mass
  • Social Norm
  • ICT policy

SRA
31
New model
  • Experience in education (years)
  • Learning opportunities (.272)
  • Problems (-.114)
  • Interest in games for education
  • Critical mass
  • Social Norm
  • ICT policy

U ?
SRA
32
New model
  • Experience in education (years)
  • Learning opportunities
  • Problems
  • Interest in games for education (.246)
  • Critical mass
  • Social Norm
  • ICT policy

SRA
33
New model
  • Experience in education (years)
  • Learning opportunities
  • Problems
  • Interest in games for education
  • Critical mass (.223)
  • Social Norm (.179)
  • ICT policy

SRA
34
New model
  • Experience in education (years)
  • Learning opportunities
  • Problems
  • Interest in games for education
  • Critical mass
  • Social Norm
  • ICT policy (-.088)

SRA
35
Non significant
  • Experience with games as entertainment
  • Ease of use
  • Educational beliefs
  • Violent effects
  • Personal innovativeness
  • Computer self-efficacy
  • Facilities

SRA
36
Conclusions
37
Conclusions
  • Teachers
  • perceptions mixed
  • experience almost inexistent
  • Explaining teachers intentions
  • TAM

38
Conclusions
  • Explaining teachers intentions
  • Focus on raising awareness
  • Approach key figures in school communities

39
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40
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