Acquisition and Development of Basic Competences in Collaborative Environments Through Quiz-Based Game Applications

被引:0
作者
Medina, Jose Amelio [1 ]
Estriegana, Rosa [2 ]
Barchino, Roberto [1 ]
Robina-Ramirez, Rafael [3 ]
Oton-Tortosa, Salvador [1 ]
Teixeira, Antonio Moreira [4 ]
机构
[1] Univ Alcala, Dept Ciencias Comp, Madrid 28871, Spain
[2] Univ Alcala, Dept Automat, Madrid 28871, Spain
[3] Univ Extremadura, Business & Sociol Dept, Caceres 10004, Spain
[4] Univ Aberta Portugal, Lab Distance Educ & eLearning, P-1269001 Lisbon, Portugal
关键词
game-based learning applications; Technology Acceptance Model; competences; soft skills; structural equation modeling; Quiz-Based Game Applications; TECHNOLOGY ACCEPTANCE MODEL; SOFT SKILLS; USER ACCEPTANCE; STUDENTS; EXTENSION; EDUCATION; PLS;
D O I
10.3390/electronics13224500
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
This experimental study aims to examine students' acceptance and attitude towards the use of Quiz-Based Game Applications, as well as to analyze how Quiz-Based Game Applications affect the acquisition and development of basic competences. To achieve this purpose, a mixed-methods approach was employed, combining a quantitative methodology through the analysis of responses from online questionnaires completed by 166 computer science students using Structural Equation Modeling (SEM) with a qualitative methodology based on focus groups and observation. The theoretical framework was based on the widely recognized Technology Acceptance Model (TAM). The findings indicate that students perceive these tools as useful and easy to use, thereby positively influencing their attitude towards the implementation of game-based learning. Furthermore, the study emphasizes the crucial role of game-based learning strategies in the effective development of essential competences for the comprehensive education of computer science students. These findings underscore the importance of considering the Quiz-Based Game Learning Applications (QGBLAs) approach as a valuable educational strategy to enhance learning and develop fundamental skills in students.
引用
收藏
页数:23
相关论文
共 93 条
[91]   Attitudes of an international student cohort to the Quizlet study system employed in an advanced clinical health care review course [J].
Zeitlin, Benjamin D. ;
Sadhak, Nishanth D. .
EDUCATION AND INFORMATION TECHNOLOGIES, 2023, 28 (04) :3833-3857
[92]   Effects of game-based learning on academic outcomes: A study of technology acceptance and self-regulation in college students [J].
Zhang, Fang .
HELIYON, 2024, 10 (16)
[93]   Do cultural differences affect users' e-learning adoption? A meta-analysis [J].
Zhao, Yang ;
Wang, Ning ;
Li, Yixuan ;
Zhou, Ruoxin ;
Li, Shuangshuang .
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2021, 52 (01) :20-41