Exploring the influence of gender and gaming competence on attitudes towards using instructional games.
Philip BonannoPiet A. M. KommersPublished in: Br. J. Educ. Technol. (2008)
Keyphrases
- attitudes toward
- gender differences
- digital games
- computer games
- game playing
- educational games
- video games
- statistically significant
- positive attitude
- game players
- sixth grade
- cognitive style
- web based instruction
- game play
- individual differences
- learning environment
- learning outcomes
- dependent variables
- instructional design
- game based learning
- computer technology
- behavioral intention
- high school
- serious games
- game design
- games played
- eighth grade
- college students
- mobile games
- learning experience
- student learning
- perceived usefulness
- grade level
- learning process
- online game
- computer self efficacy
- computer literacy
- perceived risk
- learning tools
- learning styles
- virtual environment
- personal health information
- learning algorithm