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dc.contributor.authorCardona Valencia, Daniel
dc.contributor.authorBetancur, Fray Alberto
dc.date.accessioned2023-09-04T11:58:41Z
dc.date.available2023-09-04T11:58:41Z
dc.date.issued2023
dc.identifier.citationD. Cardona Valencia and F. A. Betancur Duque, "Technology Acceptance Model (TAM): A Study of Teachers’ Perception of the Use of Serious Games in the Higher Education," in IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 18, no. 1, pp. 123-129, Feb. 2023, doi: 10.1109/RITA.2023.3250586es_ES
dc.identifier.urihttp://riull.ull.es/xmlui/handle/915/32842
dc.description.abstractThis 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.es_ES
dc.language.isoeses_ES
dc.publisherIEEEes_ES
dc.relation.ispartofseriesIEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 18, no. 1;
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.titleModelo de aceptación tecnológica (TAM): un estudio de la percepción docente sobre el uso de juegos serios en la educación superiores_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.identifier.doi10.1109/RITA.2023.3250586
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.subject.keywordHigher Education, Educational Game, Active Learning, Gamificationes_ES
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
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