Title: Video games in the classroom:
1Video games in the classroom
2Introduction
3(Video) games and education
- Rieber (1996)
- Gee (2003)
- Bogost (2007)
Intoduction
4Video 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
5Research 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Whitton, 2007 Bourgonjon et al., unpublished)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
6Research 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Bourgonjon et al., unpublished) - Teachers acceptance(Verheul van Dijck, 2009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
7Research questions
8Research 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
9RQ1 Teachers perceptionsRQ2 Teachers
intentions
10Descriptive 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
11Descriptive statistics
- Only 3.2 had experimented with games
- ? 27 in Sandford et al. (2006)
- Only 2.8 uses games
RQ1 and 2
12RQ1 and 2
13RQ1 and 2
14RQ1 and 2
15RQ1 and 2
16RQ3 Explaining Teachers Intentions
17Technology Acceptance Model
Ease of use (EOU)
Behavioral Intention (BI)
Actual Use
Usefulness (U)
Explaining teachers intentions
18Criticism on TAM
- Information Systems research
- Educational research
- Game research
Explaining teachers intentions
19Criticism 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
20Beyond TAM
- Accounting for
- Purpose (education)
- Type of technology (games)
- Target users (teachers)
- Context (social influences, school)
Explaining teachers intentions
211. Purpose Type of technology
- Games education
- Learning opportunities (LO)
- Problems (PROB)
- Games aggression
- Violent effects (VIOL)
Explaining teachers intentions
222. 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
233. Context
- Social influences
- Critical mass (CRIT)
- Social Norm (SN)
- School context
- ICT policy (ICTpol)
- Facilities (FAC)
Explaining teachers intentions
24Sequential regression analysis
- Variables that needs to be controlled for
- TAM variables
- Purpose Type of technology variables
- Target users variables
- Context variables
SRA
25Sequential regression analysis
- Variables that needs to be controlled for
- TAM variables
- Purpose Type of technology variables
- Target users variables
- Context variables
SRA
26Sequential regression analysis
- Variables that needs to be controlled for
- TAM variables
- Purpose Type of technology variables
- Target users variables
- Context variables
SRA
27Sequential regression analysis
- Variables that needs to be controlled for
- TAM variables
- Purpose Type of technology variables
- Target users variables
- Context variables
SRA
28Extended (TAM) model
- Experience in education
- Usefulness
- Interest in games for education
- Critical mass
- Social norm
- ICT policy
SRA
29Usefulness
Learning opportunities
Usefulness
Problems
Usefulness (U)
Increased productivity
?
SRA
30New model
- Experience in education (years) (-.105)
- Learning opportunities
- Problems
- Interest in games for education
- Critical mass
- Social Norm
- ICT policy
SRA
31New model
- Experience in education (years)
- Learning opportunities (.272)
- Problems (-.114)
- Interest in games for education
- Critical mass
- Social Norm
- ICT policy
U ?
SRA
32New model
- Experience in education (years)
- Learning opportunities
- Problems
- Interest in games for education (.246)
- Critical mass
- Social Norm
- ICT policy
SRA
33New model
- Experience in education (years)
- Learning opportunities
- Problems
- Interest in games for education
- Critical mass (.223)
- Social Norm (.179)
- ICT policy
SRA
34New model
- Experience in education (years)
- Learning opportunities
- Problems
- Interest in games for education
- Critical mass
- Social Norm
- ICT policy (-.088)
SRA
35Non significant
- Experience with games as entertainment
- Ease of use
- Educational beliefs
- Violent effects
- Personal innovativeness
- Computer self-efficacy
- Facilities
SRA
36Conclusions
37Conclusions
- Teachers
- perceptions mixed
- experience almost inexistent
- Explaining teachers intentions
- TAM
38Conclusions
- Explaining teachers intentions
- Focus on raising awareness
- Approach key figures in school communities
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