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...
| Autores: | , , |
|---|---|
| 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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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 |
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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 |
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article |
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http://hdl.handle.net/10017/63864 https://dx.doi.org/10.1007/s10639-022-11295-y |
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http://hdl.handle.net/10017/63864 https://dx.doi.org/10.1007/s10639-022-11295-y |
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Inglés eng |
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Inglés |
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eng |
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open access http://purl.org/coar/access_right/c_abf2 Attribution 4.0 International http://creativecommons.org/licenses/by/4.0/ |
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info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 Attribution 4.0 International http://creativecommons.org/licenses/by/4.0/ |
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openAccess |
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application/pdf |
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Springer |
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Springer |
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reponame:e_Buah Biblioteca Digital Universidad de Alcalá instname:Universidad de Alcalá (UAH) |
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Universidad de Alcalá (UAH) |
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