Understanding elementary mathematics teachers' intention to use a digital game through the technology acceptance model.
Sheunghyun YeoTeomara RutherfordTye CampbellPublished in: Educ. Inf. Technol. (2022)
Keyphrases
- digital games
- mathematics education
- digital game based learning
- game based learning
- mathematics learning
- learning environment
- secondary school
- educational games
- foreign language learners
- game play
- professional development
- game design
- learning tools
- video games
- high school
- digital media
- computer games
- learning process
- computer science
- middle school mathematics
- learning algorithm
- attitudes toward
- perceived usefulness
- middle school
- middle school students
- technology adoption