The relationship between computer games and computer self-efficacy with academic engagement: the mediating role of students' creativity.
Fengyan GaoSiros IzadpanahPublished in: Educ. Inf. Technol. (2023)
Keyphrases
- computer games
- computer self efficacy
- digital games
- distance learning
- learning outcomes
- gender differences
- educational software
- factors that affect
- statistically significant
- pilot study
- perceived usefulness
- learning styles
- social cognitive theory
- learning environment
- game design
- computer software
- video games
- educational games
- game based learning
- game play
- school education
- quantitative and qualitative
- factors affecting
- distance education
- collaborative learning
- student learning
- computer mediated communication
- learning experience
- design process
- learning processes
- elementary school
- higher education
- university students
- grade students
- attitudes toward
- games based learning
- structural equation modeling
- independent variables
- high school
- learning tools
- learning process