Exploring the Impact of Digital Gameplay on Behavioral Intentions in Learning Graphics Programming Courses

Wedi'i Gadw mewn:
Manylion Llyfryddiaeth
Cyhoeddwyd yn:Contemporary Educational Technology vol. 17, no. 2 (2025)
Prif Awdur: Tawafak, Ragad M
Awduron Eraill: Al-Rahmi, Waleed Mugahed, Alshimai, Abdulrahman, Ibrahim Yaussef Alyoussef, Ayad Aldaijy
Cyhoeddwyd:
Contemporary Educational Technology
Pynciau:
Mynediad Ar-lein:Citation/Abstract
Full text outside of ProQuest
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MARC

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035 |a 3206892559 
045 2 |b d20250101  |b d20251231 
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100 1 |a Tawafak, Ragad M 
245 1 |a Exploring the Impact of Digital Gameplay on Behavioral Intentions in Learning Graphics Programming Courses 
260 |b Contemporary Educational Technology  |c 2025 
513 |a Report Article 
520 3 |a The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay on students. This study is based on the technology acceptance model (TAM), which serves as the theoretical framework consisting of six hypotheses for research. This study aimed to assess the frequency and nature of engagement in digital gameplay while measuring students' acceptance of technology adoption. This study was conducted during the first academic semester, from October 1, 2023, until January 18, 2024. The survey was distributed among 125 participants from two departments English and information technology students. Unlike previous studies that mostly focused on the entertainment value or reasoning benefits of gameplay, this research uniquely integrates digital gameplay within the framework of technology acceptance in an educational setting. By applying TAM, this study provides empirical evidence on how gameplay engagement can influence students' readiness to adopt technology, offering new insights into the intersection of gaming, education, and technology adoption. The results highlight the potential of digital games as a leisure activity and a useful tool to promote technology acceptance were perceived usefulness (PU) R-squared (0.532) and the factors connected to PU also supported (technology integration PC = 0.402 and perceived ease of use PC = 0.446) effective integration in educational settings. This result suggests that incorporating digital gameplay into educational strategies may effectively promote more receptive attitudes toward technology among students. 
653 |a Educational Technology 
653 |a Technology Uses in Education 
653 |a Technology Integration 
653 |a Computer Games 
653 |a Game Based Learning 
653 |a Educational Games 
653 |a Programming 
653 |a Computer Science Education 
653 |a Graphic Arts 
653 |a Learner Engagement 
653 |a Educational Benefits 
653 |a College Students 
653 |a Leisure Time 
653 |a Computer Attitudes 
653 |a Student Attitudes 
700 1 |a Al-Rahmi, Waleed Mugahed 
700 1 |a Alshimai, Abdulrahman 
700 1 |a Ibrahim Yaussef Alyoussef 
700 1 |a Ayad Aldaijy 
773 0 |t Contemporary Educational Technology  |g vol. 17, no. 2 (2025) 
786 0 |d ProQuest  |t ERIC 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3206892559/abstract/embedded/6A8EOT78XXH2IG52?source=fedsrch 
856 4 0 |3 Full text outside of ProQuest  |u http://eric.ed.gov/?id=EJ1470020