"This Game Is Girly!" Perceived Enjoyment and Student Acceptance of Edutainment.
Michail N. GiannakosKonstantinos ChorianopoulosLetizia JaccheriNikos ChrisochoidesPublished in: Edutainment (2012)
Keyphrases
- serious games
- video games
- perceived usefulness
- learning objectives
- game play
- learning achievement
- virtual environment
- virtual world
- computer games
- user acceptance
- technology acceptance model
- virtual characters
- game design
- learning tools
- learning styles
- learning environment
- educational games
- positive effects
- technology acceptance
- factors that affect
- student learning
- learning experience
- game development
- game playing
- online course
- game based learning
- design principles
- interactive storytelling
- learning processes
- factors affecting
- subjective norm
- lower levels
- community college
- social factors
- network centrality
- nash equilibrium
- learning scenarios
- intelligent tutoring systems
- learning process
- online game
- high school students
- student perceptions
- student model
- behavioral intention
- human human interaction
- educational content
- university students
- digital games
- undergraduate students
- tutoring system
- attitudes toward