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Abstract This study aimed to empirically predict the degree of acceptance of an online business simulation game in an educational context. To do so, this study proposed an extended technology acceptance model that includes variables such as perceived enjoyment and flow. In addition, the moderating role of students’ personal innovativeness in the technology field was analysed. The framework was empirically tested applying partial least squares to a sample of 266 students. Results reveal that perceived enjoyment is a key variable in explaining students’ perceived ease of use, usefulness and attitudes towards the simulation. Perceived ease of use is not significantly related to flow experience. However, this relationship is moderated by personal innovativeness. Indeed, results indicate that the higher the students’ personal innovativeness, the more attenuated the effect of perceived ease of use on the attitude towards the game and on flow experience. The study offers relevant insights for the pedagogical use of competitive digital technologies in university contexts. |
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Publicación Australasian Journal of Educational Technology, 2019, vol. 35, no. 3, p. 71-85 |
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Fecha de publicación 2019-06-21 |
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