A modified TAM for predicting acceptance of digital educational games by teachers.
Opeyemi Dele-AjayiRebecca StrachanJonathan SandersonAlison Jane PickardPublished in: EDUCON (2017)
Keyphrases
- digital educational games
- learning environment
- science learning
- technology acceptance model
- professional development
- learning tools
- technology acceptance
- learning process
- science education
- high school students
- e learning
- technology enhanced
- theoretical framework
- authoring tool
- elementary school
- perceived usefulness
- learning scenarios
- learning experience
- learning community
- student learning
- user acceptance
- empirically tested