Exploring the impact of digital gameplay on behavioral intentions in learning graphics programming courses.
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| Title: | Exploring the impact of digital gameplay on behavioral intentions in learning graphics programming courses. |
|---|---|
| Authors: | Tawafak, Ragad M.1, Al-Rahmi, Waleed Mugahed2 waleed.alrahmi@dau.edu.sa, Alshimai, Abdulrahman2, Alyoussef, Ibrahim Yaussef3, Aldaijy, Ayad2 ayadyad@dau.edu.sa |
| Source: | Contemporary Educational Technology. Apr2025, Vol. 17 Issue 2, p1-17. 17p. |
| Subject Terms: | *Information technology, *Educational planning, Attitudes toward technology, Innovation adoption, Technology Acceptance Model |
| Abstract: | 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. [ABSTRACT FROM AUTHOR] |
| Copyright of Contemporary Educational Technology is the property of Bastas Publications and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
| FullText | Links: – Type: pdflink Text: Availability: 0 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 184478502 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Exploring the impact of digital gameplay on behavioral intentions in learning graphics programming courses. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Tawafak%2C+Ragad+M%2E%22">Tawafak, Ragad M.</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Al-Rahmi%2C+Waleed+Mugahed%22">Al-Rahmi, Waleed Mugahed</searchLink><relatesTo>2</relatesTo><i> waleed.alrahmi@dau.edu.sa</i><br /><searchLink fieldCode="AR" term="%22Alshimai%2C+Abdulrahman%22">Alshimai, Abdulrahman</searchLink><relatesTo>2</relatesTo><br /><searchLink fieldCode="AR" term="%22Alyoussef%2C+Ibrahim+Yaussef%22">Alyoussef, Ibrahim Yaussef</searchLink><relatesTo>3</relatesTo><br /><searchLink fieldCode="AR" term="%22Aldaijy%2C+Ayad%22">Aldaijy, Ayad</searchLink><relatesTo>2</relatesTo><i> ayadyad@dau.edu.sa</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Contemporary+Educational+Technology%22">Contemporary Educational Technology</searchLink>. Apr2025, Vol. 17 Issue 2, p1-17. 17p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Information+technology%22">Information technology</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+planning%22">Educational planning</searchLink><br /><searchLink fieldCode="DE" term="%22Attitudes+toward+technology%22">Attitudes toward technology</searchLink><br /><searchLink fieldCode="DE" term="%22Innovation+adoption%22">Innovation adoption</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Acceptance+Model%22">Technology Acceptance Model</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: 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. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Contemporary Educational Technology is the property of Bastas Publications and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.30935/cedtech/16115 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 17 StartPage: 1 Subjects: – SubjectFull: Information technology Type: general – SubjectFull: Educational planning Type: general – SubjectFull: Attitudes toward technology Type: general – SubjectFull: Innovation adoption Type: general – SubjectFull: Technology Acceptance Model Type: general Titles: – TitleFull: Exploring the impact of digital gameplay on behavioral intentions in learning graphics programming courses. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Tawafak, Ragad M. – PersonEntity: Name: NameFull: Al-Rahmi, Waleed Mugahed – PersonEntity: Name: NameFull: Alshimai, Abdulrahman – PersonEntity: Name: NameFull: Alyoussef, Ibrahim Yaussef – PersonEntity: Name: NameFull: Aldaijy, Ayad IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 04 Text: Apr2025 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 1309517X Numbering: – Type: volume Value: 17 – Type: issue Value: 2 Titles: – TitleFull: Contemporary Educational Technology Type: main |
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