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...

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Detalles Bibliográficos
Autores: Merino Campos, Carlos|||0000-0003-1977-9715, Castillo Fernández, Héctor del|||0000-0001-7901-770X, Medina Merodio, José Amelio|||0000-0003-3359-4952
Tipo de recurso: artículo
Fecha de publicación:2022
País:España
Institución:Universidad de Alcalá (UAH)
Repositorio:e_Buah Biblioteca Digital Universidad de Alcalá
Idioma:inglés
OAI Identifier:oai:ebuah.uah.es:10017/63864
Acceso en línea:http://hdl.handle.net/10017/63864
https://dx.doi.org/10.1007/s10639-022-11295-y
Access Level:acceso abierto
Palabra clave:Physical Education
Technology Acceptance Model
Secondary education
Video games
Structural equation modelling (SEM)
Informática
Computer science
Descripción
Sumario: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.