为什么会计和商业讲师接受基于数字游戏的学习?

Tanli Kuang, H. Hanny, S. Setiawan
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摘要

基于数字游戏的学习有可能帮助会计和商科学生获得工业4.0所需的知识和技能。然而,它的采用和有效性在很大程度上取决于讲师的接受程度,因为他们是高等教育机构变革的真正推动者。在本研究中,提出了一个修正的TAM模型来检验和预测讲师对基于数字游戏的学习的接受程度,并通过258名会计和商业讲师进行了实证检验。结果表明,讲师在课堂上采用数字游戏学习的意愿直接受到几个因素的影响:有用性、主观规范和个人创新性。尽管没有发现课程效果,但其效果似乎是由有用性介导的。本研究未发现临界质量对讲座采用基于数字游戏的学习意图的直接和间接影响。
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Why Do Accounting and Business Lecturers Accept Digital Game-Based Learning?
Digital game-based learning has a potential to help accounting and business students acquiring knowledge and skills required for industry 4.0.  However, its adoption and effectiveness rely heavily on lecturer acceptance because they are the real agent of change in Higher Education Institution. In this study, a modified TAM model to examine and predict lecturer acceptance of digital game-based learning is proposed, and empirically tested by involving 258 acounting and business lecturers. The results show that lecturers’ intention for adopting digital game-based learning in the classroom is affected directly by several factors: usefulness, subjective norm, and personal innovativeness. Although curriculum effects are not found, its effects appear to be mediated by usefulness. This study does not find direct and indirect impact of critical mass on lectures’ intention for adopting digital game-based learning.
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