Determinants of the intention to use serious games technology in entrepreneurship education: an empirical study of Tunisian teachers

被引:3
|
作者
Sghari, Amira [1 ]
Bouaziz, Fatma [1 ]
机构
[1] Univ Sfax, Fac Econ & Management, Lab PRISME, Sfax, Tunisia
关键词
Higher education; Video games; Teaching methods; Gamification; PLAY ONLINE GAMES; INFORMATION-TECHNOLOGY; INTRINSIC MOTIVATION; BEHAVIORAL INTENTION; SOCIAL INFLUENCES; PLANNED BEHAVIOR; ACCEPTANCE MODEL; ADOPTION; TAM; EXTENSION;
D O I
10.1108/ITSE-05-2021-0082
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Purpose This paper aims to focus on the intention to use of the Backstage game by teachers delivering entrepreneurship course at Tunisian public universities. A research model was developed based on a literature review of the variables that would affect the intention to use this game. Design/methodology/approach Data were collected by survey questionnaires, and a partial least square-structural equation model approach was adopted to analyze these data. Overall, the whole model was able to account for 61.3% of variance in the construct intention to use. Findings Results showed the relevance of both perceived behavioral control and teaching experience as the main determinants of the intention to use Backstage game. Positive and significant linkages were also found among perceived behavioral control, social influence and perceived ease of use. Moreover, it was found that perceived ease of use and social influence are significant determinants of perceived usefulness. Perceived usefulness and perceived enjoyment had significant effects on attitude towards intention to use this game. Originality/value To the best of the authors' knowledge, this research represents the first empirical study to investigate among Tunisian university teachers their intention to use a serious game technology dedicated to making the entrepreneurship course more attractive.
引用
收藏
页码:1 / 18
页数:18
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