Serious games in management education: An acceptance analysis

被引:56
作者
Rodriguez Lopez, Fernando [1 ]
Arias-Oliva, Mario [2 ]
Pelegrin-Borondo, Jorge [3 ]
Maria Marin-Vinuesa, Luz [3 ]
机构
[1] Int Univ La Rioja, Sch Business & Commun, Calle Almansa 101, Madrid 28040, Spain
[2] Univ Complutense Madrid, Fac Econ & Business, Management & Mkt Dept, Madrid 28223, Spain
[3] Univ La Rioja, Econ & Business Dept, Edificio Quintiliano,C La Ciguena 60, Logrono 26006, La Rioja, Spain
关键词
Gamification; Serious games; Innovation; Knowledge; Training and development; INFORMATION-TECHNOLOGY; INTRINSIC MOTIVATION; USER ACCEPTANCE; GAMIFICATION; EXTENSION; ADOPTION; MODEL; METAANALYSIS; INTENTION; FRAMEWORK;
D O I
10.1016/j.ijme.2021.100517
中图分类号
F [经济];
学科分类号
02 ;
摘要
Training is a key resource for fostering knowledge as a competitive asset. As in other fields, in learning, innovation emerges with disruptive methods such as gamification. Serious games are a proven efficient training method based on the incorporation of traditional elements of games, such as entertainment, into learning. But as with any other innovation, people must be willing to use the new method. The use of even a proven serious game will not have any positive effect if students do not accept it. It is thus essential to analyze the intention to use serious games in management training contexts. This research uses an adapted CAN (Cognitive-Affective-Normative) model to explore the intention to use a serious game - Lego(C) Serious Play(C) - in a sample of higher-education students in their capacity as future professionals. The results show that the most critical factor influencing the intention to use serious games is expected learning performance. The proposed model opens a new methodology for studying the behavioral intention to use other innovative management-training methods and to enrich the deployment of serious game training strategies in management education.
引用
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页数:13
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