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dc.contributor.authorHamari, Juho
dc.contributor.authorNousiainen, Tuula
dc.contributor.editorBui, Tung X.
dc.contributor.editorSprague, Ralph H.
dc.date.accessioned2015-10-27T07:10:02Z
dc.date.available2015-10-27T07:10:02Z
dc.date.issued2015
dc.identifier.citationHamari, J., & Nousiainen, T. (2015). Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness. In T. X. Bui, & R. H. Sprague (Eds.), <i>Proceedings of the 48th Hawaii International Conference on System Sciences (HICSS 2015)</i> (pp. 682-691). IEEE. Proceedings of the Annual Hawaii International Conference on System Sciences. <a href="https://doi.org/10.1109/HICSS.2015.88" target="_blank">https://doi.org/10.1109/HICSS.2015.88</a>
dc.identifier.isbn978-1-4799-7367-5
dc.identifier.otherCONVID_24534542
dc.identifier.otherTUTKAID_65142
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/47447
dc.description.abstractThis paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the variance of the dependent variables indicating that these predictors might not be the most relevant factors in the adoption of gamebased learning technologies.
dc.format.extent5488
dc.language.isoeng
dc.publisherIEEE
dc.relation.ispartofProceedings of the 48th Hawaii International Conference on System Sciences (HICSS 2015)
dc.relation.ispartofseriesProceedings of the Annual Hawaii International Conference on System Sciences
dc.subject.othere-learning
dc.subject.othergame-based learning
dc.subject.othertechnology acceptance
dc.titleWhy Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-201509283270
dc.contributor.laitosAgora Centerfi
dc.contributor.laitosAgora Centeren
dc.contributor.oppiaineKasvatustieteellinen koulutusala
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.date.updated2015-09-28T09:15:03Z
dc.relation.isbn978-1-4799-7367-5
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.format.pagerange682-691
dc.relation.issn1530-1605
dc.type.versionacceptedVersion
dc.rights.copyright© 2015 IEEE. This is an author's post-print version of an article whose final and definitive form has been published in the conference proceeding by IEEE. Published in this repository with the kind permission of the publisher.
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceAnnual Hawaii International Conference on System Sciences
dc.subject.ysoadoptio
dc.subject.ysokoulutusteknologia
dc.subject.ysopelillistäminen
dc.subject.ysohyötypelit
jyx.subject.urihttp://www.yso.fi/onto/yso/p3727
jyx.subject.urihttp://www.yso.fi/onto/yso/p12937
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p29628
dc.relation.doi10.1109/HICSS.2015.88
dc.type.okmA4


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