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

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dc.contributor.author Martí Parreño, José
dc.contributor.author Galbis Córdova, Amparo
dc.contributor.author Miquel Romero, María José
dc.date.accessioned 2018-01-22T12:37:21Z
dc.date.available 2018-01-22T12:37:21Z
dc.date.issued 2018
dc.identifier.citation Martí-Parreño, J., Galbis-Córdova, A., & Miquel-Romero, MJ. (2018). Students' Attitude towards the Use of Educational Video Games to Develop Competencies. Computers in Human Behavior, 81, 366–377. DOI: 10.1016/j.chb.2017.12.017 spa
dc.identifier.issn 0747-5632
dc.identifier.uri http://hdl.handle.net/11268/7011
dc.description.abstract 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. spa
dc.description.sponsorship David A. Wilson Award for Excellence in Teaching and Learning (LIU-WIL2015) spa
dc.language.iso eng spa
dc.title Students' attitude towards the use of educational video games to develop competencies spa
dc.type article spa
dc.description.impact 4.306 JCR (2018) Q1,12/137 Psychology, Multidisciplinary, 4/88 Psychology, Experimental spa
dc.description.impact 2.173 SJR (2019) Q1, 10/468 Arts and Humanities (miscellaneous), 6/363 Human-Computer Interaction, 16/263 Psychology (miscellaneous) spa
dc.identifier.doi 10.1016/j.chb.2017.12.017
dc.rights.accessRights closedAccess spa
dc.subject.uem Videojuegos spa
dc.subject.uem Educación basada en competencias spa
dc.subject.uem Educación superior spa
dc.subject.unesco Vídeojuego spa
dc.subject.unesco Desarrollo de las habilidades spa
dc.subject.unesco Enseñanza superior spa
dc.description.filiation UEV spa
dc.peerreviewed Si spa

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