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dc.contributor.authorCamilleri, Mark Anthony-
dc.contributor.authorCamilleri, Adriana Caterina-
dc.date.accessioned2019-03-26T08:22:10Z-
dc.date.available2019-03-26T08:22:10Z-
dc.date.issued2019-02-
dc.identifier.citationCamilleri, A. C., & Camilleri, M. A. (2019). The students’ intrinsic and extrinsic motivations to engage with digital learning games. In N. G. Shun-Wing, T. S. Fun & Y. Shi (Eds.), 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC).en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/41555-
dc.description.abstractA relevant literature review suggests that today’s children are increasingly immersing themselves in ubiquitous technologies, including interactive media and digital games. Therefore, this research uses valid measures to investigate the primary school students’ motivations toward playing educational games, at home and at school. The study was carried out amongst year-3 students in a small European state. The findings reported that there were strong correlations between the students’ perceived usefulness of the educational games and their behavioral intention to use them for their learning. The results also indicated that there was no significant relationship between the perceived ease of gameplay and the children’s enjoyment in engaging with the school’s digital games. To the best of our knowledge, there is no other study in academia that has explored the children’s technology acceptance,normative pressures and their intrinsic motivations to use digital learning games in the context of primary education. Therefore, this contribution opens future research avenues, as this study can be replicated in other contexts.en_GB
dc.language.isoenen_GB
dc.publisherInternational Economics Development and Research Centeren_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectTechnology and civilizationen_GB
dc.subjectManagement information systemsen_GB
dc.subjectGames -- Designen_GB
dc.subjectBehavioral assessment -- Computer programsen_GB
dc.subjectMass media -- Social aspectsen_GB
dc.subjectGames -- Philosophyen_GB
dc.subjectGames -- Psychological aspectsen_GB
dc.subjectMobile gamesen_GB
dc.subjectInformation theoryen_GB
dc.subjectCommunication and technologyen_GB
dc.subjectEducational gamesen_GB
dc.subjectSimulation games in educationen_GB
dc.subjectVirtual reality in educationen_GB
dc.titleThe students’ intrinsic and extrinsic motivations to engage with digital learning gamesen_GB
dc.typeconferenceObjecten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.bibliographicCitation.conferencename5th International Conference on Education and Training Technologies (ICETT 2019)en_GB
dc.bibliographicCitation.conferenceplaceSeoul, South Koreaen_GB
dc.description.reviewedpeer-revieweden_GB
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