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 |
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dc.identifier.uri |
http://hdl.handle.net/11268/7011 |
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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. |
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dc.description.sponsorship |
David A. Wilson Award for Excellence in Teaching and Learning (LIU-WIL2015) |
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dc.language.iso |
eng |
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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 |
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dc.rights.accessRights |
closedAccess |
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dc.subject.uem |
Videojuegos |
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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 |