Technology Acceptance Model (TAM): A Study of Teachers' Perception of the Use of Serious Games in the Higher Education.
Daniel Cardona ValenciaFray Alonso Betancur DuquePublished in: Rev. Iberoam. de Tecnol. del Aprendiz. (2023)
Keyphrases
- higher education
- technology acceptance model
- hong kong
- e learning
- empirically tested
- blended learning
- perceived usefulness
- theoretical framework
- serious games
- technology enhanced
- online learning
- structural equation modeling
- mobile learning
- factors affecting
- web based teaching
- game based learning
- learning environment
- user acceptance
- distance learning
- instructional strategies
- factors that affect
- information systems
- educational games
- learning processes
- learning scenarios
- survey data
- content analysis
- positive effects
- computer games
- online teaching