Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education

Using commercial videogames as learning objects for the development of 21st century skills in secondary schools has been a relevant topic of study in recent years. But its use in the field of physical education is especially interesting considering its nature. The aim of this article is to explore h...

Full description

Bibliographic Details
Authors: Merino Campos, Carlos|||0000-0003-1977-9715; Castillo Fernández, Héctor del|||0000-0001-7901-770X; Medina Merodio, José Amelio|||0000-0003-3359-4952
Format: Article
Publication date:2022
Country:España
Institution:Universidad de Alcalá (UAH)
Repository:e_Buah Biblioteca Digital Universidad de Alcalá
Language:English
OAI Identifier:oai:ebuah.uah.es:10017/63864
Online Access:http://hdl.handle.net/10017/63864
https://dx.doi.org/10.1007/s10639-022-11295-y
Access Level:Open access
Keyword:Physical Education
Technology Acceptance Model
Secondary education
Video games
Structural equation modelling (SEM)
Informática
Computer science
_version_ 1878731773904420864
author Merino Campos, Carlos|||0000-0003-1977-9715
author2 Castillo Fernández, Héctor del|||0000-0001-7901-770X
Medina Merodio, José Amelio|||0000-0003-3359-4952
author2_role author
author
author_browse Castillo Fernández, Héctor del|||0000-0001-7901-770X
Medina Merodio, José Amelio|||0000-0003-3359-4952
Merino Campos, Carlos|||0000-0003-1977-9715
author_facet Merino Campos, Carlos|||0000-0003-1977-9715
Castillo Fernández, Héctor del|||0000-0001-7901-770X
Medina Merodio, José Amelio|||0000-0003-3359-4952
author_role author
collection e_Buah Biblioteca Digital Universidad de Alcalá
description Using commercial videogames as learning objects for the development of 21st century skills in secondary schools has been a relevant topic of study in recent years. But its use in the field of physical education is especially interesting considering its nature. The aim of this article is to explore how elements like technological competence, game-based learning, accessibility, and enjoyment are relevant factors that influence the acceptance of the use of video games as a learning aid in the context of physical education, as well as their influence on academic performance in the subject itself. The study enlisted the participation of 166 secondary school students. A quasi-experimental pre-post design with a non-equivalent control group was used. The intervention consisted of a specific training program entailing nine one-hour sessions once a week. To develop the model, the data was analysed using the optimisation technique of partial least squares (PLS). Our findings show that the factors studied, which are accessibility, enjoyment, technological competence and learning through video games, have an impact on students’ acceptance of video games as an educational tool and how this positive relationship leads to enhanced academic performance in physical education.
eu_rights_str_mv openAccess
format article
id ES_364d8a67f966985bfb89daeea3436aa2
institution Universidad de Alcalá (UAH)
instname_str Universidad de Alcalá (UAH)
language eng
network_acronym_str ES
network_name_str España
oai_identifier_str oai:ebuah.uah.es:10017/63864
publishDate 2022
publishDateSort 2022
publisher Springer
publisherStr Springer
reponame_str e_Buah Biblioteca Digital Universidad de Alcalá
spelling Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education Merino Campos, Carlos|||0000-0003-1977-9715 Castillo Fernández, Héctor del|||0000-0001-7901-770X Medina Merodio, José Amelio|||0000-0003-3359-4952 Physical Education Technology Acceptance Model Secondary education Video games Structural equation modelling (SEM) Informática Computer science Using commercial videogames as learning objects for the development of 21st century skills in secondary schools has been a relevant topic of study in recent years. But its use in the field of physical education is especially interesting considering its nature. The aim of this article is to explore how elements like technological competence, game-based learning, accessibility, and enjoyment are relevant factors that influence the acceptance of the use of video games as a learning aid in the context of physical education, as well as their influence on academic performance in the subject itself. The study enlisted the participation of 166 secondary school students. A quasi-experimental pre-post design with a non-equivalent control group was used. The intervention consisted of a specific training program entailing nine one-hour sessions once a week. To develop the model, the data was analysed using the optimisation technique of partial least squares (PLS). Our findings show that the factors studied, which are accessibility, enjoyment, technological competence and learning through video games, have an impact on students’ acceptance of video games as an educational tool and how this positive relationship leads to enhanced academic performance in physical education. Springer http://hdl.handle.net/10017/63864 https://dx.doi.org/10.1007/s10639-022-11295-y
spellingShingle Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
Merino Campos, Carlos|||0000-0003-1977-9715
Physical Education
Technology Acceptance Model
Secondary education
Video games
Structural equation modelling (SEM)
Informática
Computer science
title Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
title_full Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
title_fullStr Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
title_full_unstemmed Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
title_short Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
title_sort Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
topic Physical Education
Technology Acceptance Model
Secondary education
Video games
Structural equation modelling (SEM)
Informática
Computer science
topic_facet Physical Education
Technology Acceptance Model
Secondary education
Video games
Structural equation modelling (SEM)
Informática
Computer science
url http://hdl.handle.net/10017/63864
https://dx.doi.org/10.1007/s10639-022-11295-y