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Teaching with digital games: How intentions to adopt digital game‐based learning are related to personal characteristics of pre‐service teachers
16 references·1 citing·47 second hop
Teaching with digital games: How intentions to adopt digital game‐based learning are related to personal characteristics of pre‐service teachers (2022)Teaching with digital games: How intentio…Technology acceptance model in educational context: A systematic literature review (2019)Technology acceptance model i…Teacher educators as gatekeepers: Preparing the next generation of teachers for technology integration in education (2019)Teacher educators as gatekeep…The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education (2018)The technology acceptance mod…Teens, Social Media & Technology 2018 (2018)Teens, Social Media & Technol…Technology integration of pre-service teachers explained by attitudes and beliefs, competency, access, and experience (2018)Technology integration of pre…Computer Games in Education (2018)Computer Games in EducationHealth behavior : theory, research, and practice (2015)Health behavior : theory, res…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Assessing the effectiveness of digital game-based learning: Best practices (2015)Assessing the effectiveness o…Handbook of Research on New Literacies (2014)Handbook of Research on New L…Teacher beliefs and technology integration practices: A critical relationship (2012)Teacher beliefs and technolog…An assessment of the influence of perceived enjoyment and attitude on the intention to use technology among pre-service teachers: A structural equation modeling approach (2011)An assessment of the influenc…Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Technology Acceptance Model 3…Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Technological Pedagogical Con…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…What do secondary teachers think about digital games for learning: Stupid fixation or the future of education? (2023)What do secondary teachers th…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)The effect of games and simulations on higher education: a systematic literature review (2017)The Gamification of Learning: a Meta-analysis (2019)Common method biases in behavioral research: A critical review of the literature and recommended remedies. 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(2003)Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning (2012)Factors influencing digital technology use in early childhood education (2014)The Substitution Augmentation Modification Redefinition (SAMR) Model: a Critical Review and Suggestions for its Use (2016)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Handbook of Game-Based Learning. (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Foundations of online learning: Challenges and opportunities (2022)The theory of planned behavior (1991)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Examining university students’ behavioural intention to use e-learning during the COVID-19 pandemic: An extended TAM model (2021)Measuring Students’ Use of Zoom Application in Language Course Based on the Technology Acceptance Model (TAM) (2021)From Intentions to Actions: A Theory of Planned Behavior (1985)Accepting financial transactions using blockchain technology and cryptocurrency: A customer perspective approach (2020)Profiling teachers' readiness for online teaching and learning in higher education: Who's ready? (2020)“Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms” (2023)A taxonomy of behaviour change methods: an Intervention Mapping approach (2015)Theories of physical activity behaviour change: A history and synthesis of approaches (2018)Mental health in elite athletes: International Olympic Committee consensus statement (2019) (2019)Exploring the online reading comprehension strategies used by sixth‐grade skilled readers to search for and locate information on the Internet (2007)Using multimedia for e‐learning (2017)Does Media Literacy Help Identification of Fake News? Information Literacy Helps, but Other Literacies Don’t (2019)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2006Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge12,552 cited
  • 2008Technology Acceptance Model 3 and a Research Agenda on Interventions8,138 cited
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  • 2012Teacher beliefs and technology integration practices: A critical relationship2,104 cited
  • 2018The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education1,915 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2015Digital Games, Design, and Learning1,268 cited
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  • 2011An assessment of the influence of perceived enjoyment and attitude on the intention to use technology among pre-service teachers: A structural equation modeling approach532 cited
  • 2018Computer Games in Education412 cited
  • 2018Technology integration of pre-service teachers explained by attitudes and beliefs, competency, access, and experience

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363 cited
  • 2015Assessing the effectiveness of digital game-based learning: Best practices347 cited
  • 2019Teacher educators as gatekeepers: Preparing the next generation of teachers for technology integration in education342 cited
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    • 2023What do secondary teachers think about digital games for learning: Stupid fixation or the future of education?35 cited