6533b851fe1ef96bd12aa20a

RESEARCH PRODUCT

Students' attitude towards the use of educational video games to develop competencies

Maria-jose Miquel-romeroAmparo Galbis-córdovaJosé Martí-parreño

subject

Educación basada en competenciasProcess (engineering)05 social sciences050301 educationSample (statistics)Negative attitudeEquifinalityHuman-Computer InteractionVideojuegosArts and Humanities (miscellaneous)Educación superior0502 economics and businessVídeojuegoMathematics educationDesarrollo de las habilidadesEnseñanza superiorRelevance (information retrieval)Positive attitudePsychology0503 education050203 business & managementGeneral Psychology

description

The use of educational video games (EVGs) is gaining momentum as a means to motivate and to engage students in their learning process. Nevertheless, previous research is taking for granted that students have a positive attitude towards EVGs and did not ensure a proper understanding of students' characteristics that might influence their attitude towards them. Therefore, this study's main goal is to explore four students' characteristics (perceived relevance, perceived confidence, media affinity, and perceived self-efficacy) that influence students' attitude towards the use of EVGs to develop competencies. Using the fsQCA method to analyze data gathered on a sample of 128 undergraduate students we delve into different configurations underlying students' positive and negative attitude towards the use of EVGs. Main results suggest three configurations leading to a positive attitude with perceived relevance being a necessary and sufficient condition for students' positive attitude towards the use of EVGs to develop their competencies. Four configurations were found to condition a negative attitude suggesting that equifinality can be considered when explaining students' attitude towards the use of EVGs to develop competencies. Implications for teachers, limitations of the study, and future research lines are addressed at the end of the paper. David A. Wilson Award for Excellence in Teaching and Learning (LIU-WIL2015) 4.306 JCR (2018) Q1,12/137 Psychology, Multidisciplinary, 4/88 Psychology, Experimental 2.173 SJR (2019) Q1, 10/468 Arts and Humanities (miscellaneous), 6/363 Human-Computer Interaction, 16/263 Psychology (miscellaneous) UEV

https://doi.org/10.1016/j.chb.2017.12.017