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 |
|---|---|
| Language: | English |
| Authors: | Ragad M. Tawafak (ORCID |
| Source: | Contemporary Educational Technology. 2025 17(2):576. |
| Availability: | Contemporary Educational Technology. Faculty of Communication Sciences, Anadolu University, Yunus Emre Campus, Eskisehir 26470, Turkey. e-mail: editor@cedtech.net; Web site: http://www.cedtech.net |
| Peer Reviewed: | Y |
| Page Count: | 17 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Educational Technology, Technology Uses in Education, Technology Integration, Computer Games, Game Based Learning, Educational Games, Programming, Computer Science Education, Graphic Arts, Learner Engagement, Educational Benefits, College Students, Leisure Time, Computer Attitudes, Student Attitudes |
| 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. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1470020 |
| Database: | ERIC |
| FullText | Links: – Type: pdflink Url: https://content.ebscohost.com/cds/retrieve?content=AQICAHj0k_4E0hTGH8RJwT4gCJyBsGNe_WN95AvKlDbXJGqwxwE8ctHpSZqSSw3pYNrQOnt5AAAA4zCB4AYJKoZIhvcNAQcGoIHSMIHPAgEAMIHJBgkqhkiG9w0BBwEwHgYJYIZIAWUDBAEuMBEEDIqtWAcGKdI3qlefNQIBEICBm0H9cQPGW6YzMQxwftQtTGqvyd4DViIJvPwqTVEP4ZJm5DKL5HZdmIE2P8BBWfPJvOfOv39jsauemW0aS1Hi09gEBoUsrWFbJpafnbGsAXGNe8xTY1A9gp3HNFNFwonWBEqXX-iOHL2NdfEUzxg2D6NfjlmHvKqsWnBtTpB-qDlkux5L9DeNAAHpHf1Vf0I8QCYi1DEPxMb9yerc Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1470020 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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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: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Ragad+M%2E+Tawafak%22">Ragad M. Tawafak</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-8969-1642">0000-0001-8969-1642</externalLink>)<br /><searchLink fieldCode="AR" term="%22Waleed+Mugahed+Al-Rahmi%22">Waleed Mugahed Al-Rahmi</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-0980-7439">0000-0002-0980-7439</externalLink>)<br /><searchLink fieldCode="AR" term="%22Abdulrahman+Alshimai%22">Abdulrahman Alshimai</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-0444-3891">0000-0002-0444-3891</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ibrahim+Yaussef+Alyoussef%22">Ibrahim Yaussef Alyoussef</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-5112-6813">0000-0002-5112-6813</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ayad+Aldaijy%22">Ayad Aldaijy</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0002-9359-6730">0009-0002-9359-6730</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Contemporary+Educational+Technology%22"><i>Contemporary Educational Technology</i></searchLink>. 2025 17(2):576. – Name: Avail Label: Availability Group: Avail Data: Contemporary Educational Technology. Faculty of Communication Sciences, Anadolu University, Yunus Emre Campus, Eskisehir 26470, Turkey. e-mail: editor@cedtech.net; Web site: http://www.cedtech.net – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 17 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Integration%22">Technology Integration</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Programming%22">Programming</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Science+Education%22">Computer Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Graphic+Arts%22">Graphic Arts</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Benefits%22">Educational Benefits</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Leisure+Time%22">Leisure Time</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Attitudes%22">Computer Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1470020 |
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| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 17 StartPage: 576 Subjects: – SubjectFull: Educational Technology Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Technology Integration Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Programming Type: general – SubjectFull: Computer Science Education Type: general – SubjectFull: Graphic Arts Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Educational Benefits Type: general – SubjectFull: College Students Type: general – SubjectFull: Leisure Time Type: general – SubjectFull: Computer Attitudes Type: general – SubjectFull: Student Attitudes 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: Ragad M. Tawafak – PersonEntity: Name: NameFull: Waleed Mugahed Al-Rahmi – PersonEntity: Name: NameFull: Abdulrahman Alshimai – PersonEntity: Name: NameFull: Ibrahim Yaussef Alyoussef – PersonEntity: Name: NameFull: Ayad Aldaijy IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Numbering: – Type: volume Value: 17 – Type: issue Value: 2 Titles: – TitleFull: Contemporary Educational Technology Type: main |
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