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...
| Authors: | ; ; |
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| 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 |
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| 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 |