Fun to Enhance Learning, Motivation, Self-efficacy, and Intention to Play in DGBL.
Gabriella TiszaSijie ZhuPanos MarkopoulosPublished in: ICEC (2021)
Keyphrases
- intrinsic motivation
- digital game based learning
- computer self efficacy
- game based learning
- social cognitive theory
- technology acceptance model
- game playing
- individual differences
- learning outcomes
- skill levels
- playing games
- learning strategies
- perceived usefulness
- statistically significant
- empirically tested
- multimedia