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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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
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spelling Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical EducationMerino Campos, Carlos|||0000-0003-1977-9715Castillo Fernández, Héctor del|||0000-0001-7901-770XMedina Merodio, José Amelio|||0000-0003-3359-4952Physical EducationTechnology Acceptance ModelSecondary educationVideo gamesStructural equation modelling (SEM)InformáticaComputer scienceUsing 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.Springer20222022-11-04journal articlehttp://purl.org/coar/resource_type/c_6501NAhttp://purl.org/coar/version/c_be7fb7dd8ff6fe43info:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10017/63864https://dx.doi.org/10.1007/s10639-022-11295-yreponame:e_Buah Biblioteca Digital Universidad de Alcaláinstname:Universidad de Alcalá (UAH)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution 4.0 Internationalhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:ebuah.uah.es:10017/638642026-06-18T11:13:07Z
dc.title.none.fl_str_mv Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
title Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
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_short 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_sort Factors affecting the Acceptance of Video Games as a Tool to improve students' academic performance in Physical Education
dc.creator.none.fl_str_mv Merino Campos, Carlos|||0000-0003-1977-9715
Castillo Fernández, Héctor del|||0000-0001-7901-770X
Medina Merodio, José Amelio|||0000-0003-3359-4952
author 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
author2 Castillo Fernández, Héctor del|||0000-0001-7901-770X
Medina Merodio, José Amelio|||0000-0003-3359-4952
author2_role author
author
dc.subject.none.fl_str_mv Physical Education
Technology Acceptance Model
Secondary education
Video games
Structural equation modelling (SEM)
Informática
Computer science
topic Physical Education
Technology Acceptance Model
Secondary education
Video games
Structural equation modelling (SEM)
Informática
Computer science
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.
publishDate 2022
dc.date.none.fl_str_mv 2022
2022-11-04
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
NA
http://purl.org/coar/version/c_be7fb7dd8ff6fe43
dc.type.openaire.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv http://hdl.handle.net/10017/63864
https://dx.doi.org/10.1007/s10639-022-11295-y
url http://hdl.handle.net/10017/63864
https://dx.doi.org/10.1007/s10639-022-11295-y
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
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Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Springer
publisher.none.fl_str_mv Springer
dc.source.none.fl_str_mv reponame:e_Buah Biblioteca Digital Universidad de Alcalá
instname:Universidad de Alcalá (UAH)
instname_str Universidad de Alcalá (UAH)
reponame_str e_Buah Biblioteca Digital Universidad de Alcalá
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