Models and constructs to predict students’ digital educational games acceptance: A systematic literature review
Models and constructs to predict students’ digital educational games acceptance: A systematic literature review
By Husna Hafiza Razami and Roslina Ibrahim
Abstract
“In recent years, the growth of digital game technologies has ushered a new paradigm in education. Researchers and practitioners have expressed interest in the potential benefits of digital educational games (DEG) toward improving learning experience and effectiveness. Despite the increasing popularity of DEG, their widespread acceptance has yet to be achieved. Hence, this paper presents a systematic literature review of the existing studies on the significant predictors of DEG acceptance among students. The publications selected were analyzed according to the acceptance model, the determinants used, and the research context. The review finds that many of the previous studies adopted the technology acceptance model (TAM) to evaluate students’ intention in using digital games for learning. Among the constructs that were shown repeatedly to have a significant influence on intention are perceived ease of use, perceived usefulness, enjoyment, attitude, satisfaction, and social influence. Based on the review, the paper highlights the model and the constructs used by existing studies for predicting students’ acceptance of DEG.”
Reference
Hafiza Razami, H., & Ibrahim, R. (2022). Models and constructs to predict students’ digital educational games acceptance: A systematic literature review. Telematics and Informatics, 73, 101874. doi:10.1016/j.tele.2022.101874 https://www.sciencedirect.com/science/article/abs/pii/S0736585322001071
Keyword
Educational game, learning game, acceptance, intention, systematic literature review, research