Using the TPACK-G Model to Assess High School Teachers’ Acceptance of Digital Game-Based Learning in View of Perceived Usefulness and Digital Self-Efficacy

Background: The purpose of this paper was to assess Urmia high school teachers’ acceptance of digital game-based learning in view of their perceived usefulness and digital self-efficacy. Methods: A cross-sectional descriptive correlational study was conducted among the educational areas in the acade...

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Autores principales: Sima Alizadeh, Mohammad Reza Sarmadi, Mohammad Hassan Seif, Saeid Mazloumian
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Lenguaje:EN
Publicado: Shiraz University of Medical Sciences 2021
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spelling oai:doaj.org-article:eb5a1c1d97f34271b601918fbd330f7d2021-12-01T09:45:50ZUsing the TPACK-G Model to Assess High School Teachers’ Acceptance of Digital Game-Based Learning in View of Perceived Usefulness and Digital Self-Efficacy2476-72632476-727110.30476/ijvlms.2021.90781.1098https://doaj.org/article/eb5a1c1d97f34271b601918fbd330f7d2021-12-01T00:00:00Zhttps://ijvlms.sums.ac.ir/article_47974_fc6755aba60fa7bd4dff6f86877a9dcf.pdfhttps://doaj.org/toc/2476-7263https://doaj.org/toc/2476-7271Background: The purpose of this paper was to assess Urmia high school teachers’ acceptance of digital game-based learning in view of their perceived usefulness and digital self-efficacy. Methods: A cross-sectional descriptive correlational study was conducted among the educational areas in the academic year 2019-2020 in the city of Urmia. Taking into account all high school teachers (n=436), using Cochran’s formula, 205 teachers were chosen through a relative stratified sampling method, with the female teachers (n=258) and male teachers (n=178). Research instruments included questionnaires based on TPACK-G for evaluating perceived usefulness, computer self-efficacy, and acceptance of digital games. A path analysis was performed on the data using the Lisrel 8.50 and SPSS 22 procedures. Results: The findings showed that the relationship between all the variables in the study and the acceptance of such learning was significant. The variables that had the smallest relationship with the acceptance of digital game-based learning was the pedagogical knowledge of games (r=0.103, p <0.05), while the most significant relationship was found with the technological knowledge of games (r=0.274, p <0.01). The direct impact (TPACK-G) on teachers’ digital self-efficacy is equal to (0.219, 0.165, 0.187), and on acceptance (0.160, 0.142, 0.222), which is significant at(p <0.01). The most direct impact was found for the usefulness on acceptance (standardized parameter=0.365, p <0.01). The smallest indirect impact was found for the self-efficacy on usefulness (0.027). The direct impact of teachers’ digital self-efficacy and the perceived usefulness on the acceptance of learning based on digital games is equal to (0.300, 0.365) which is significant at (p <0.01). In addition, findings of the study showed that the highest and lowest variances that accounted for the total variance were related to the acceptance of digital gamebased learning (%31) and self-efficacy (%20), respectively. Conclusion: Teachers’ digital self-efficacy in terms of the ability to adopt technologies in learning and their perceived usefulness is an effective factor in teachers’ decisions regarding the use of digital games in the classroom.Sima AlizadehMohammad Reza SarmadiMohammad Hassan SeifSaeid MazloumianShiraz University of Medical Sciencesarticletechnological pedagogical and potent knowledge-games (tpack-g)acceptancedigital gamesteachers’ digital self-efficacyperceived usefulnessComputer applications to medicine. Medical informaticsR858-859.7ENInterdisciplinary Journal of Virtual Learning in Medical Sciences, Vol 12, Iss 4, Pp 275-286 (2021)
institution DOAJ
collection DOAJ
language EN
topic technological pedagogical and potent knowledge-games (tpack-g)
acceptance
digital games
teachers’ digital self-efficacy
perceived usefulness
Computer applications to medicine. Medical informatics
R858-859.7
spellingShingle technological pedagogical and potent knowledge-games (tpack-g)
acceptance
digital games
teachers’ digital self-efficacy
perceived usefulness
Computer applications to medicine. Medical informatics
R858-859.7
Sima Alizadeh
Mohammad Reza Sarmadi
Mohammad Hassan Seif
Saeid Mazloumian
Using the TPACK-G Model to Assess High School Teachers’ Acceptance of Digital Game-Based Learning in View of Perceived Usefulness and Digital Self-Efficacy
description Background: The purpose of this paper was to assess Urmia high school teachers’ acceptance of digital game-based learning in view of their perceived usefulness and digital self-efficacy. Methods: A cross-sectional descriptive correlational study was conducted among the educational areas in the academic year 2019-2020 in the city of Urmia. Taking into account all high school teachers (n=436), using Cochran’s formula, 205 teachers were chosen through a relative stratified sampling method, with the female teachers (n=258) and male teachers (n=178). Research instruments included questionnaires based on TPACK-G for evaluating perceived usefulness, computer self-efficacy, and acceptance of digital games. A path analysis was performed on the data using the Lisrel 8.50 and SPSS 22 procedures. Results: The findings showed that the relationship between all the variables in the study and the acceptance of such learning was significant. The variables that had the smallest relationship with the acceptance of digital game-based learning was the pedagogical knowledge of games (r=0.103, p <0.05), while the most significant relationship was found with the technological knowledge of games (r=0.274, p <0.01). The direct impact (TPACK-G) on teachers’ digital self-efficacy is equal to (0.219, 0.165, 0.187), and on acceptance (0.160, 0.142, 0.222), which is significant at(p <0.01). The most direct impact was found for the usefulness on acceptance (standardized parameter=0.365, p <0.01). The smallest indirect impact was found for the self-efficacy on usefulness (0.027). The direct impact of teachers’ digital self-efficacy and the perceived usefulness on the acceptance of learning based on digital games is equal to (0.300, 0.365) which is significant at (p <0.01). In addition, findings of the study showed that the highest and lowest variances that accounted for the total variance were related to the acceptance of digital gamebased learning (%31) and self-efficacy (%20), respectively. Conclusion: Teachers’ digital self-efficacy in terms of the ability to adopt technologies in learning and their perceived usefulness is an effective factor in teachers’ decisions regarding the use of digital games in the classroom.
format article
author Sima Alizadeh
Mohammad Reza Sarmadi
Mohammad Hassan Seif
Saeid Mazloumian
author_facet Sima Alizadeh
Mohammad Reza Sarmadi
Mohammad Hassan Seif
Saeid Mazloumian
author_sort Sima Alizadeh
title Using the TPACK-G Model to Assess High School Teachers’ Acceptance of Digital Game-Based Learning in View of Perceived Usefulness and Digital Self-Efficacy
title_short Using the TPACK-G Model to Assess High School Teachers’ Acceptance of Digital Game-Based Learning in View of Perceived Usefulness and Digital Self-Efficacy
title_full Using the TPACK-G Model to Assess High School Teachers’ Acceptance of Digital Game-Based Learning in View of Perceived Usefulness and Digital Self-Efficacy
title_fullStr Using the TPACK-G Model to Assess High School Teachers’ Acceptance of Digital Game-Based Learning in View of Perceived Usefulness and Digital Self-Efficacy
title_full_unstemmed Using the TPACK-G Model to Assess High School Teachers’ Acceptance of Digital Game-Based Learning in View of Perceived Usefulness and Digital Self-Efficacy
title_sort using the tpack-g model to assess high school teachers’ acceptance of digital game-based learning in view of perceived usefulness and digital self-efficacy
publisher Shiraz University of Medical Sciences
publishDate 2021
url https://doaj.org/article/eb5a1c1d97f34271b601918fbd330f7d
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