教师接受游戏化 EFL 工具的因素:量表开发研究

Zhanni Luo
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摘要

本研究旨在开发并验证一个量表,用以测量中学教师对游戏化英语作为外语(EFL)工具的接受意向。在借鉴技术接受模型(TAM)和相关框架的基础上,我们归纳出了一个框架,其中包括影响教师对游戏化学习工具接受意愿的六个主要因素。这些因素包括:感知到的乐趣、感知到的有用性(PU)、感知到的易用性(PEoU)、感知到的风险、便利条件和控制变量。研究分别对 361 名和 512 名中学教师进行了定性访谈和定量调查。出乎意料的是,在为英语作为第二语言的教学实施游戏化工具的背景下,研究结果表明,所提出的框架中只保留了两个因素(PU 和 PEoU)。然而,在当前的研究背景下,PU 和 PEoU 带来了新的内涵,这对今后的研究具有重要意义。最终,测量 PU 的五项目量表(PU-gamification-EFL)和测量 PEoU 的六项目量表(PEoU-gamification-EFL)得到了验证。讨论了其意义和局限性,以及对未来研究的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Factors contributing to teachers’ acceptance intention to gamified EFL tools: a scale development study

This study is to develop and validate a scale that measures the acceptance intention of secondary school teachers toward gamified English-as-a-foreign-language (EFL) tools. Drawing upon the technology acceptance models (TAM) and related frameworks, we synthesized a framework that includes six main factors contributing to teachers’ acceptance intention of gamified learning tools. These factors are perceived enjoyment, perceived usefulness (PU), perceived ease of use (PEoU), perceived risks, facilitating conditions, and control variables. The study involved 361 and 512 secondary school teachers who participated in qualitative interviews and quantitative surveys, respectively. Surprisingly, in the context of implementing gamified tools for the teaching of English-as-a-second-language, the results indicate that only two factors can be retained in the proposed framework (PU and PEoU). However, PU and PEoU in the current research contexts brought new connotations, which is of significance for future studies. Eventually, a five-item scale measuring PU (PU-gamification-EFL) and a six-item scale measuring PEoU (PEoU-gamification-EFL) have been validated. Implications and limitations were discussed, as well as suggestions for future studies.

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