Technology Acceptance Model (TAM): A Study of Teachers’ Perception of the Use of Serious Games in the Higher Education

Title:

Technology Acceptance Model (TAM): A Study of Teachers’ Perception of the Use of Serious Games in the Higher Education [Download]

Título:

Modelo de aceptación tecnológica (TAM): un estudio de la percepción docente sobre el uso de juegos serios en la educación superior [Download]

Authors:

Cardona Valencia, Daniel and Betancur Duque, Fray Alonso

Index Terms:

Higher education;educational game;active learning;gamification

Abstract:

This work shows an analysis of the perception and intention to use serious games as teaching-learning strategies in academic processes in higher education. For the analysis, the adaptation of a TAM model is used, analyzing aspects such as ease of use, usefulness, attitude, confidence, and intention of use. As a result, it is evident that there is a low real use of the tools categorized as innovative and that the attitude towards the use of the serious game is mainly explained by the perceived confidence and the ease of use, being the attitude, in turn, the most important antecedent of the intention to adopt these strategies.

DOI:

10.1109/RITA.2023.3250586

How to cite:
Cardona Valencia, Daniel and Betancur Duque, Fray Alonso, "Technology Acceptance Model (TAM): A Study of Teachers’ Perception of the Use of Serious Games in the Higher Education," inIEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 18, no. 1, pp. 123-129, Feb. 2023. doi: 10.1109/RITA.2023.3250586