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RESEARCH PRODUCT
Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness
Juho HamariTuula Nousiainensubject
Knowledge managementserious gameskoulutusteknologiamedia_common.quotation_subjectGame based learningeducational technologySchool teacherspelillistäminentechnology acceptanceOpenness to experienceta516gamificationadoptione-learningActual usemedia_commonta113Secondary levelVariablesbusiness.industryInformation technologyadoptiogame-based learninghyötypelitInformation and Communications TechnologybusinessPsychologydescription
This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the variance of the dependent variables indicating that these predictors might not be the most relevant factors in the adoption of gamebased learning technologies. peerReviewed
year | journal | country | edition | language |
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2015-01-01 |