Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/41555
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Camilleri, Mark Anthony | - |
dc.contributor.author | Camilleri, Adriana Caterina | - |
dc.date.accessioned | 2019-03-26T08:22:10Z | - |
dc.date.available | 2019-03-26T08:22:10Z | - |
dc.date.issued | 2019-02 | - |
dc.identifier.citation | Camilleri, 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.uri | https://www.um.edu.mt/library/oar//handle/123456789/41555 | - |
dc.description.abstract | A 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.iso | en | en_GB |
dc.publisher | International Economics Development and Research Center | en_GB |
dc.rights | info:eu-repo/semantics/openAccess | en_GB |
dc.subject | Technology and civilization | en_GB |
dc.subject | Management information systems | en_GB |
dc.subject | Games -- Design | en_GB |
dc.subject | Behavioral assessment -- Computer programs | en_GB |
dc.subject | Mass media -- Social aspects | en_GB |
dc.subject | Games -- Philosophy | en_GB |
dc.subject | Games -- Psychological aspects | en_GB |
dc.subject | Mobile games | en_GB |
dc.subject | Information theory | en_GB |
dc.subject | Communication and technology | en_GB |
dc.subject | Educational games | en_GB |
dc.subject | Simulation games in education | en_GB |
dc.subject | Virtual reality in education | en_GB |
dc.title | The students’ intrinsic and extrinsic motivations to engage with digital learning games | en_GB |
dc.type | conferenceObject | en_GB |
dc.rights.holder | The 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.conferencename | 5th International Conference on Education and Training Technologies (ICETT 2019) | en_GB |
dc.bibliographicCitation.conferenceplace | Seoul, South Korea | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
Appears in Collections: | Scholarly Works - FacMKSCC |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
The Students’ Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games.pdf | Main article | 125.24 kB | Adobe PDF | View/Open |
Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.