De Grove, Bourgonjon, Van Looy - 2012 - Digital Games in The Classroom A Contextual Approach To Teachers' Adoption Intention of Digital

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Computers in Human Behavior 28 (2012) 2023–2033

Contents lists available at SciVerse ScienceDirect

Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Digital games in the classroom? A contextual approach to teachers’ adoption


intention of digital games in formal education
Frederik De Grove a,⇑, Jeroen Bourgonjon b,1, Jan Van Looy a,2
a
Research Group for Media and ICT (IBBT-MICT), Ghent University, Korte Meer 7-9-11, B9000 Gent, Belgium
b
Department of Educational Studies, Ghent University, H. Dunantlaan 2, B9000 Gent, Belgium

a r t i c l e i n f o a b s t r a c t

Article history: Interest in using digital games for formal education has steadily increased in the past decades. When it
Available online 20 June 2012 comes to actual use, however, the uptake of games in the classroom remains limited. Using a contextual
approach, the possible influence of factors on a school (N = 60) and teacher (N = 409) level are analyzed.
Keywords: Findings indicate that there is no effect of factors on the school level whereas on a teacher level, a model
Digital games is tested, explaining 68% of the variance in behavioral intention, in which curriculum-relatedness and
Education previous experience function as crucial determinants of the adoption intention. These findings add to
Adoption
previous research on adoption determinants related to digital games in formal education. Furthermore,
Teachers
Technology acceptance
they provide insight into the relations between different adoption determinants and their association
Digital game-based learning with behavioral intention.
Ó 2012 Elsevier Ltd. All rights reserved.

1. Digital games and learning 1952) understanding of knowledge construction through ‘‘percep-
tual exchanges and experimental interactions between subject and ob-
Since ancient times, there has been a common belief that chil- ject’’ (Wrzesien & Alcanß iz Raya, 2010, p. 178).
dren learn valuable lessons when they are playing. During play, Moreover, digital games offer opportunities for students to take
children practice skills and acquire attitudes that are useful for control over their own learning processes. Games can empower
their intellectual, social, emotional and motoric development. Play students with low levels of self-efficacy (Sitzmann, 2011) since
has received considerable academic attention for its qualities they reinforce skill mastery and accommodate multiple learning
regarding growth, development and socialization from different styles and abilities (Kebritchi & Hirumi, 2008). Games can also
perspectives such as biology, psychology, educational studies and adapt to the skill level of the player, thus enabling differentiated
sociology (Sutton-Smith, 2001). With the arrival of digital games, instruction (Paraskeva, Mysirlaki, & Papagianni, 2010) and sup-
a specific body of research has explored what happens with regard porting meta-level understanding of how to learn (Andrews,
to learning when play is mediated digitally (Papert, 1980). It was Woodruff, MacKinnon, & Yoon, 2003; Turkle, 1985). Furthermore,
found that many qualities of digital games align well with most by providing multiple opportunities to be creative and to view
contemporary learning theories. The most-often cited theoretical problems from different perspectives, games may improve critical
foundations include constructivist (Jonassen, 1991; Piaget, 1962; thinking skills (Aliya, 2002; Eow & Baki, 2009; McFarlane, Spar-
Vygotskiı̌, 1978) and constructionist learning theory (Papert, rowhawk, & Heald, 2002). What is more, there is a widespread be-
1980). In this vein, Egenfeldt-Nielsen (2005) pointed out several lief that digital games motivate students to learn (Mitchell & Savill-
qualities of digital games. By allowing students to engage with Smith, 2004; Paraskeva, Bouta, & Papagianni, 2008; Prensky, 2001;
and experiment in the game world, digital games stimulate learn- _
Tüzün, Yılmaz-Soylu, Karakusß, Inal, & Kızılkaya, 2009). Several
ing by doing (Bogost, 2007; Kirriemuir, 2002). During play students explanations have been discussed in the literature, ranging from
are actively solving meaningful problems (Antonietti & Cantoia, the idea that digital games are popular and cannot be ignored
2000; Price & Rogers, 2004). This aligns with Piaget’s (Piaget, (Henderson, 2005; Mumtaz, 2001; Oblinger, 2004), to the more
solid academic belief that the unique mixture of narrative,
interaction, conflict, challenge and learning (Crawford, 1982;
⇑ Corresponding author. Tel.: +32 9 264 97 09; fax: +32 9 264 69 92. Dickey, 2007) is intrinsically motivating (Admiraal, Huizenga,
E-mail addresses: frederik.degrove@ugent.be (F. De Grove), Jeroen.Bourgonjon Akkerman, & Dam, 2011; Csikszentmihalyi, 1997; Habgood,
@UGent.be (J. Bourgonjon), j.vanlooy@ugent.be (J. Van Looy).
1 2007; Lepper & Chabay, 1985). Finally, digital games offer
Tel.: +32 (0)9 264 8664; fax: +32 (0)9 264 8688.
2
Tel.: +32 9 264 84 76; fax: +32 9 264 69 92. opportunities to transcend subject boundaries bringing together

0747-5632/$ - see front matter Ó 2012 Elsevier Ltd. All rights reserved.
http://dx.doi.org/10.1016/j.chb.2012.05.021
2024 F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033

knowledge from different subjects and depicting their interrela- across different technologies, research fields and target groups
tionships (Squire, 2004). (Chuttur, 2009; Legris, Ingham, & Collerette, 2003). The initial
Despite their learning potential and the considerable academic TAM has been criticized, however, for featuring too few factors
interest in digital games, however, the uptake in a formal and thus being too limited in explaining the adoption intention.
educational context remains limited (Kenny & McDaniel, 2011). In order to counter this criticism and to increase its predictive
As a consequence, several studies have explored potential factors power, scholars have looked to expand the TAM. Venkatesh and
inhibiting the adoption of digital games in the classroom (Kebritch- Davis (2000) propose a model in which the initial TAM is ex-
i, 2010; Kenny & McDaniel, 2011). Whereas these studies have panded with five antecedents of perceived usefulness and with
been crucial in identifying important adoption determinants, addi- two mediators between subjective norm on the one hand and per-
tional research is required that pays special attention to the rela- ceived usefulness and use intention on the other. This extended
tions between those determinants and how these relations are model explains considerably more variance than the original
associated with the intention of teachers to use digital games in TAM. Likewise, a meta-analysis by Sumak and Marjan on the
the classroom. Moreover, recent studies have pointed out the need TAM in studies on e-learning acceptance yields a list of over four-
to focus on the different stakeholders in the adoption process teen antecedents of perceived usefulness and ease of use (Sumak,
(Bourgonjon, Valcke, Soetaert, & Schellens, 2010; Ketelhut & Schif- Hericko, & Pusnik, 2011). This trend to look for additional factors
ter, 2011). The aim of this study is to assess the impact of known to increase predictive power is crystallized in the unified theory of
adoption determinants on the teacher and school level. By explor- acceptance and use of technology (UTAUT). The UTAUT combines
ing the place and role of these factors, we aim to contribute to the insights stemming from the TAM, the TRA, the TPB, innovation
academic debate and research concerning digital game-based diffusion theory, social cognitive theory and the model of personal
learning. computer utilization (Venkatesh, Morris, Davis, & Davis, 2003).
The result is a model with eight dependent and a multitude of
independent mediating variables (Bagozzi, 2007). Whereas the
2. Theoretical framework original TAM is criticized for being too limited, the UTAUT is crit-
icized for its lack of parsimony, coordination and integration
2.1. Adoption of technology (Bagozzi, 2007; Legris et al., 2003).
When considering these studies, it is clear that a multitude of
Understanding the adoption of digital games in school can be determinants has been proposed to explain adoption behavior.
framed in the broader context of the adoption of information and Integrating all these different determinants in one conceptual
communication technologies (ICTs) in formal education. It is ar- framework is problematic since it would become too unwieldy in
gued that the individual teacher plays a crucial role in deciding terms of parsimoniousness and data requirements. Hence, the
how and why ICTs are used in the classroom (Ertmer, 2005). Hence, challenge in building a conceptual model for this study lies in iden-
in order to build a conceptual model, we discuss a number of ap- tifying relevant determinants while at the same time finding a bal-
proaches that consider the role of the individual as a central com- ance between parsimony and explanatory power. To investigate
ponent in the adoption decision. the adoption decision of teachers concerning digital games in a for-
The theory of reasoned action (TRA) is a psychological theory mal learning environment, we propose to use the original TAM as a
of human social behavior (Fishbein, 1979). It is interesting to starting point. This has several advantages. For several decades the
understand its core assumptions as it serves as a basis for most TAM has proven to be an efficient model and it is widely employed
conceptual frameworks that study technology adoption. The TRA in the field of technology and education (Sumak et al., 2011). It is a
posits that attitudes, beliefs and subjective norm underlie behav- robust model that can be extended with additional factors which
ioral intention. Intention is in turn considered as a proxy for ac- can be selected based on their specific relevance regarding digital
tual behavior. Hence, the motivation to pursue a certain games in a school context. Adding determinants increases the pre-
behavior is a function of the weighted sum of the beliefs concern- dictive power of the model and makes it possible to gain insight
ing a certain behavior (attitudes) with the weighted perceived so- into specific factors regarding the adoption decision of teachers.
cial norms related to that behavior (subjective norm). The theory Furthermore, the ample availability of other studies employing
of planned behavior (TBP) builds further on the foundations of the the TAM makes it possible to formulate hypotheses regarding the
TRA (Ajzen, 1985, 1991) by adopting the TRA and adding the con- empirical relations between determinants. This will shed light on
cept of perceived behavioral control. This concept is similar to the relative importance of different adoption determinants and
self-efficacy (Ajzen, 1991; Bandura, 1977) and refers to the belief on how they relate to one another. The main challenge in under-
in one’s ability to perform a certain behavior successfully. The standing the adoption process thus lies in identifying and fitting
intention to perform a certain behavior is thus explained through adoption determinants that are particularly relevant for digital
the contribution of attitudes, subjective norm and perceived games in a formal learning context. As advocated by Legris, Ingham
behavioral control. Both the TRA and TPB have been used to ex- and Collerette, attention should not only be directed towards addi-
plain a multitude of different behaviors ranging from recycling tional adoption determinants on the individual level, but also on
(Park, Levine, & Sharkey, 1998) to the adherence to hand hygiene the organizational level (Legris et al., 2003). For technology in edu-
recommendations (O’Boyle, Henly, & Larson, 2001). Two decades cation, the actual decision to use digital games in a classroom is
after Fishbein laid the foundations of the TRA, Davis developed made by the teacher. Yet not all determinants influencing this
the technology acceptance model (TAM), a model based on the decision reside at the teacher level. Teachers work in a specific
assumptions of the TRA with the aim of explaining the adoption school context with specific organizational characteristics (De
intention towards a certain technology (1985). In its most basic Castell & Jenson, 2003). In building a conceptual framework,
and parsimonious form, the TAM explains behavioral intention teacher and school level determinants will therefore be taken into
in terms of perceived ease of use and perceived usefulness (Davis, account.
1989). The former refers to ‘‘the degree to which a person believes
that using a particular system would be free of effort’’ whilst the lat- 2.2. Determinants of digital game adoption in the classroom
ter designates how useful the technology is perceived with regard
to job performance. The TAM is thus specifically focused on tech- To our knowledge, no empirical research is currently available
nology usage and has proven to be an efficient and robust model analyzing the relations between adoption determinants on the
F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033 2025

teacher and school level on the one hand and behavioral intention people with little or no experience will draw on general informa-
on the other. There is, however, a significant body of research that tion concerning the technology. Once individuals gain more expe-
discusses the relevance of potential adoption determinants of rience with a technology, their beliefs are partly adjusted
using digital games in education. In order to identify these deter- according to their experience (Venkatesh, 2000). Hu et al. ob-
minants, a literature review is conducted. served that the effect of ease of use on behavioral intention may
be overly emphasized when an individual has limited knowledge
about or experience with the technology (Hu, Clark, & Ma, 2003).
2.3. Determinants on the teacher level
With the use of digital games in the classroom still in its early
stages, special attention should be devoted to the interpretation
An overview of the relevant literature shows that possible is-
of this relation. In addition, research has found that experience
sues impacting the adoption decision can be categorized into be-
with games affects perceived learning opportunities of students
liefs, skills, experience and curriculum related concerns. Apart
(Bourgonjon et al., 2010). Students with experience in playing dig-
from explicating these categories, we translate them into relevant
ital games have a different view on the possibilities and limita-
adoption determinants for our conceptual framework.
tions of digital games in a classroom whereas students that do
On account of beliefs, several scholars have remarked that the
not have this experience are more dependent on general beliefs.
use of digital games in a classroom is often looked upon with skep-
As previously mentioned, games are generally more strongly asso-
ticism by teachers (Baek, 2008; Becker, 2007; Becker & Jacobsen,
ciated with play than with learning. Those with little or no expe-
2005; Egenfeldt-Nielsen, 2005, 2006; Ketelhut & Schifter, 2011;
rience will hence draw on such beliefs. We expect the effect of
Michael & Chen, 2006; Rice, 2007; Tüzün, 2007). Digital games
experience to be similar for teachers. Teachers with little or no
are rarely considered as a valuable asset and teachers hold the be-
experience using games in an educational setting will draw on
lief that they are not likely to fit easily into existing teaching rou-
general beliefs about digital games and will associate games less
tines (Becker, 2007; Tüzün, 2007). Therefore, beliefs that digital
with learning than teachers having used games in the classroom
games will impede rather than facilitate teaching can hinder the
before.
uptake of digital games in a classroom. In terms of the TAM this
Finally, the congruency of games with the curriculum plays an
is conceptualized as perceived usefulness which is directly related
important role in the adoption decision (Baek, 2008; Becker & Jac-
to behavioral intention (Davis, 1989). A skeptical attitude towards
obsen, 2005; Egenfeldt-Nielsen, 2005; Ketelhut & Schifter, 2011;
digital games, however, runs deeper than that. Digital games entail
Rice, 2007; Sandford et al., 2006; Tüzün, 2007; Van Eck, 2006;
playfulness and playful learning is often considered an oxymoron
Wastiau & Kearney, 2009). Teachers are required to teach prede-
(Michael & Chen, 2006). This issue connects to the concern of
termined learning content and this content needs to be taught
whether and to what extent digital games create opportunities
within specific time frames. Digital games, however, are not typ-
for learning (Rice, 2007; Wastiau & Kearney, 2009). Previous re-
ically designed to fit within these content- and time-related con-
search on games in formal education has shown that students
fines. This can complicate their uptake in a classroom setting
who consider digital games as tools offering learning opportunities
(Becker, 2007; Sisler & Brom, 2008). While curriculum-related-
also tend to score higher on their preference for using games in the
ness has not been used in a TAM structure before, it is reasonable
classroom (Bourgonjon et al., 2010). Likewise, learning opportuni-
to expect that it is associated with learning opportunities since
ties are found to be positively associated with games’ perceived
the transfer of knowledge is typically achieved by fulfilling the
usefulness in terms of performance and productivity in the class-
curricular requirements. Similarly, it can be expected that if
room (Bourgonjon et al., 2010). It is therefore reasonable to assume
games are perceived as beneficial to the curriculum that their
that the adoption intention of teachers will be higher if digital
use allows for better job performance, and hence higher useful-
games are believed to be adequate learning tools. Moreover, if dig-
ness. What is more, it is argued that curriculum-relatedness will
ital games are considered as tools that can provide learning oppor-
also be linked with ease of use since less time and effort will have
tunities to students, they will also be perceived as useful to
to be spent figuring out how to fit digital games in the learning
enhance job performance.
environment. Considering the overall importance of the curricular
Several studies have pointed to the importance of skill as an
requirements in formal education, it can also be expected that
adoption determinant. Skill refers to the technological know-
curriculum-relatedness will directly be associated with the inten-
how required to install and operate a game and how to solve
tion to use digital games in a classroom. Finally, as experience
technical problems (Sandford, Ulicsak, & Facer, 2006). These com-
influences beliefs such as ease of use and perceived usefulness,
petences should not be taken for granted. Scholars researching
it is expected that previous experience will influence whether
digital games in the classroom have stressed the need for teacher
digital games are regarded as relevant to the curriculum. Teachers
training and support materials in order to ensure successful
drawing on general beliefs regarding digital games will have less
integration or adoption (Becker, 2007; Ketelhut & Schifter, 2011;
knowledge on curriculum-related possibilities than teachers with
Wastiau & Kearney, 2009). For instance, after using the game
experience.
Europa Universalis II into the classroom, Egenfeldt-Nielsen notes
Based on these insights, several hypotheses can be formulated.
that teachers’ lack of knowledge in using the game impeded the
It should be noted that labels such as ‘‘H1a’’ refer to associations
success of the teaching course (Egenfeldt-Nielsen, 2005). He fur-
between constructs and not to the constructs themselves.
ther points out that teachers played the game for several hours
before using it in the classroom. Hence, skill not only refers to
H1. Usefulness will be positively associated with behavioral
the technical know-how but also to the necessary knowledge re-
intention (H1a) while ease of use will be positively associated
quired to integrate the game in a learning environment. In terms
with behavioral intention (H1b) and on usefulness (H1c).
of the TAM, the belief that one is capable of successfully using a
technology is conceptualized as ease of use. From this perspective,
skill is firmly connected to how experienced one is with technol- H2. Learning opportunities will be positively associated with
ogy. Previous research has shown that experience is associated behavioral intention (H2a) and with usefulness (H2b) while ease
with ease of use, perceived usefulness and behavioral intention of use will be positively associated with learning opportunities
(Davis & Venkatesh, 1996). As pointed out by Venkatesh (2000), (H2c).
2026 F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033

H3. Experience with using games in the classroom will be posi- 3. Method
tively associated with behavioral intention (H3a), usefulness
(H3b), learning opportunities (H3c) and ease of use (H3d). 3.1. Procedure and sample

An electronic survey was distributed by e-mail to the headmas-


H4. Curriculum-relatedness will be positively associated with
ters of all secondary schools recognized by the Flemish Ministry of
behavioral intention (H4a), usefulness (H4b), learning opportuni-
Education (N = 938). In the accompanying letter, they were asked
ties (H4c) and ease of use (H4d). In turn, experience will be posi-
to fill out the survey and to disseminate the link of the teacher sur-
tively associated with curriculum-relatedness (H4e).
vey to the educational staff. After 1 week, a reminder was sent to
those headmasters that did not fill out the survey. In total, 150
2.4. Determinants on the school level headmasters completed the survey. To account for a multi-level
design, we aimed to have at least five teachers per school. Those
On the school level, recurring issues concern infrastructure, schools of which the headmaster filled out the survey but with
technical support, cost and school culture. Digital games are played insufficient teacher response were contacted by telephone and
on a personal computer or on a game-specific device. The availabil- asked to convince teachers to participate in the research. In total
ity of sufficient devices can be an issue for schools (Becker & Jacob- 533 teachers filled out the survey of which 517 were retained after
sen, 2005; Egenfeldt-Nielsen, 2004; Rice, 2007). Even when enough data cleaning. The median for experience in teaching was 10 years
devices are available digital games are often demanding in terms of (ranging from 0 to 40 years). On average, teachers were 38 years
graphical processing power (Tüzün, 2007). As a consequence, the old (SD = 10.3) and 61% of the teachers was male. To assess school
choice of digital games can be limited (Tüzün, 2007; Van Eck, and teacher determinants jointly, only those schools with at least
2006). Technical problems can arise when using high-end digital five teachers answering the survey were retained. This resulted
games without the proper hardware (Egenfeldt-Nielsen, 2005). in 60 schools and 409 teachers. For the subsequent analysis on
These problems are in turn associated with the technical support the teacher level, we used the full set of teachers (N = 517). To ob-
available in schools. Having adequate hardware, software and net- tain a representative sample, data were weighted on the basis of
work support is a necessary condition for the implementation of school net and geographical distribution for the school level vari-
any technology (Tüzün, 2007). Hence, when using digital games ables and on the basis of gender and age for teacher level variables.
in the classroom, it can be expected that technical problems Information on these variables was obtained from the website of
emerge. If no or insufficient technical support is anticipated, teach- the Flemish government.
ers will be less likely to use digital games (Baek, 2008; Egenfeldt-
Nielsen, 2004; Van Eck, 2006). Another barrier that has been re-
3.2. Measures
ported concerns the access to games. In order to integrate games
in the classroom, they have to be bought (Baek, 2008). Schools
For the exact wording of the measures, refer to Appendix A. All
operate on a limited budget which might impede or prevent the
items were measured using five-point Likert scales ranging from
acquisition of relevant software (Egenfeldt-Nielsen, 2005, 2006).
totally disagree to totally agree. To obtain measures at the teacher
Whether a school decides to invest in technology in general or in
and school level, teachers and headmasters were surveyed. Since
digital games in specific is also related to the school culture. Some
questions for headmasters and teachers were different, two differ-
schools will be more open to the use of new technologies and
ent surveys were distributed.
might actively support such initiatives (Ketelhut & Schifter,
Digital games were defined as any digital game that can be used
2011). To build our conceptual model, it is argued that the school
in a learning context. As such, we draw on Van Eck’s classification
policy regarding technology is shaped by the decisions and hence
(Van Eck, 2006) where we consider educational games that have
the beliefs of the headmaster. Similar to the TAM determinants
been built by educators and/or developers as well as commercial
on an individual level, three constructs are proposed: perceived
off-the-shelf games that are integrated into the classroom.
ease of implementation, perceived usefulness and learning oppor-
tunities. The first one refers to how easy headmasters perceive the
implementation of digital games into the teaching environment. 3.2.1. Measures at the teacher level
Perceived usefulness concerns the degree to which headmasters Ease of use, usefulness, experience, behavioral intention and
perceive digital games to be supportive of teaching. Learning learning opportunities were constructed on the basis of previous
opportunities, finally, refers to the degree to which headmasters research using the TAM (Bourgonjon et al., 2010; Venkatesh & Da-
perceive digital games as relevant to learning. vis, 2000). Where necessary, wording was adapted to the specific-
Considering the fact that schools vary in these regards, it is ex- ity of digital games. For learning opportunities, the item ‘‘digital
pected that the intention to use digital games will differ between games offer opportunities to interact with other students’’ was omit-
schools. For instance, schools with adequate ICT support and infra- ted as it was considered as suggestive in favor of multiplayer
structure may stimulate teachers to use digital games in the class- games. Since no reliable measure for curriculum-relatedness was
room. In contrast, if a headmaster does not approve of the use of found, an ad hoc scale was created.
digital games in a learning environment, this can obstruct their
use altogether. Thus characteristics on a school level are expected 3.2.2. Measures at the school level
to influence the individual adoption decision of teachers from the Several socio-demographic measures (number of pupils, num-
same school. ber of teachers, number of computer classes, number of computers,
type and availability of technical support, geographical location
H5. Factors on a school level will be positively associated with and school net) and measures based on existing TAM literature
adoption decision on the teacher level. More specifically, ICT were taken into account. More specifically, TAM-related measures
infrastructure (H5a), technical support (H5b), perceived ease of concerned the usefulness of implementing digital games at the
implementation (H5c), perceived usefulness (H5d), learning oppor- school level, the perceived ease of implementing digital games at
tunities (H5e) and cost (H5f) will be positively associated with the school level and whether headmasters considered digital
behavioral intention. games to be tools that offer learning opportunities.
F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033 2027

3.3. Reliability and construct validity of the research instruments for all variables. In order to use weighted data, a covariance matrix
is used as input for the model. To assess the significance of the
This section only discusses the psychometric quality of those indirect effects, bootstrapping was used (N = 500) (Blunch, 2008).
measures that are used in our analyses. Reliability and construct Fit indices indicate a good fit (N = 517, v2/df = 2.5, CFI = .97,
validity are accounted for by testing the factor structure of our dif- TLI = .96, RMSEA = .051, CI90 = .044, .058).
ferent scales using structural equation modeling and by using mea- Fig. 2 provides a closer look at the standardized path coeffi-
sures accounting for convergent and discriminant validity (Blunch, cients (standardized direct effects) of the relationships while Table
2008). To test the factor structure, confirmatory factor analysis in 4 shows the standardized direct and indirect effects. Table 5
AMOS is used which ‘‘is a way of testing how well measured variables (Appendix B) gives an overview of all hypotheses and their results.
represent a smaller number of constructs’’ (Hair, Black, Babin, Fitting our data to the model explains 68% of the variance in
Anderson, & Tatham, 2006). Testing the factor structure of ease behavioral intention. When looking at the direct effects, learning
of use, usefulness, learning opportunities, experience, curricu- opportunities (b = .31, p < .001), experience (b = .21, p < .001), cur-
lum-relatedness and behavioral intention results in a good fit riculum-relatedness (b = .17, p < .001) and usefulness (b = .21,
(N = 517, v2/df = 2.5, CFI = .97, TLI = .96, RMSEA = .051, CI90 = .044, p < .001) have a significant relation with behavioral intention.
.058). This indicates a satisfactory factor structure. There is no direct effect of ease of use on behavioral intention
As proposed by Hair et al. (2006) convergent validity is checked (b = .13, p = .066). There is, however, a fully mediated effect of ease
by means of the coefficient alpha and the average percentage of of use on behavioral intention through learning opportunities
variance extracted (AVE). Table 1 (Appendix B) shows that all mea- (b = .17, p < .01). Furthermore, the effect of learning opportunities
sures have an AVE higher than .05 and a Cronbach’s a ranging from on intention is partially mediated through usefulness (b = .15,
.69 to .93. These results indicate adequate convergent validity. Dis- p < .01) and the effect of experience on intention is partially med-
criminant validity is examined by comparing the AVE of two con- iated through curriculum-relatedness, learning opportunities and
structs with the squared correlation of these two constructs. The ease of use (b = .34, p < .01). The effect of curriculum-relatedness
rationale behind this is that a latent construct should explain the on intention is partially mediated by ease of use, learning opportu-
variance in its items better than that in another construct (Hair nities and usefulness (b = .31, p < .01).
et al., 2006). Table 2 (Appendix B) shows that none of the squared Regarding usefulness, learning opportunities (b = .69, p < .01)
correlations is higher than any of the VE values of the pairwise and curriculum-relatedness (b = .16, p < .01) explain 68% of the var-
comparisons. This indicates adequate discriminant validity. iance. There is no significant relation with ease of use (b = .00,
p = .97) or experience (b = .09, p = .17). Moreover, curriculum-relat-
4. Results edness (b = .16, p < .01) and experience (b = .74, p < .01) explain
68% of the variance in ease of use. As for learning opportunities,
4.1. Determinants on the school level 36% of the variance is explained by curriculum-relatedness
(b = .50, p < .01), experience (b = .20, p < .05) and ease of use
As a first step, it was checked how much of the variation in (b = .36, p < .05). Experience, finally, has a direct association with
behavioral intention could be attributed to factors on the school le- curriculum-relatedness (b = .40, p < .01) explaining 16% of its
vel when controlling for the teacher level. To model this variation variance.
we perform a multi-level analysis in MLwiN with school as a level
2 variable and teacher as a level 1 variable (Hox, 2010). The for-
mula for the null-model is as follows: 5. Discussion

yij ¼ b0 þ eij þ l0j This study assessed which factors on the teacher and on the
school level influence the individual adoption intention of a tea-
whereby yij is the predicted value in behavioral intention for person cher. Findings do not support the hypothesis that factors on a
i in school j; b0 the grand intercept; eij the unexplained variance for school level are associated with the individual adoption intention.
teachers and l0j is the unexplained variance for schools. This is a counterintuitive finding since the literature on games in
Analysis with standardized weights on both levels returned the education has repeatedly pointed out that factors such as IT infra-
following result: structure and technical support are a conditio sine qua non for dig-
Behavioral Intentionij ¼ 3:04 þ :92 þ :09 ital game adoption (Egenfeldt-Nielsen, 2005; Tüzün, 2007). In their
research report, Sandford et al. (2006) even come to the conclusion
This shows that the mean behavioral intention is 3.04 (SD = .054). that ‘‘the survey suggests that the main barriers perceived by teachers
The unexplained variance on the teacher level is .92 (SD = .08) and to the use of games are not those of the curriculum or of assessment,
is significant (p < .01). At the school level, however, the unexplained but the technical issues that may need to be overcome’’ (2006, p.
variance is .09 (SD = .06) which is not significant. As a consequence, 18). This stands in stark contrast with our finding that curricu-
our data do not support the hypothesis that the variation in behav- lum-relatedness is a major factor influencing the adoption decision
ioral intention of teachers is related to determinants on a school le- whilst technical issues play no significant role. A possible explana-
vel (H5). This means that ICT infrastructure (H5a), technical support tion could be that the survey of Sandford et al. does not look at
(H5b), perceived ease of implementation (H5c), perceived useful- relationships between determinants but only provides a series of
ness (H5d), learning opportunities (H5e) and cost (H5f) are not juxtaposed adoption determinants. In our study, teacher and
associated with behavioral intention. Considering these findings, it school determinants are simultaneously taken into account using
is not useful to take school level variables into account in further a multi-level approach. This allows to control for the influence of
analyses. both levels which provides a more reliable assessment of joint
relations.
4.2. Determinants on the teacher level Moreover, the reason for not finding a relation between school-
level determinants and the adoption decision can be explained in
To assess the relationship between variables, structural equa- terms of experience. To date, the experience of teachers with
tion modeling in AMOS is used. Fig. 1 shows the path model with games in the classroom remains limited. It is therefore possible
all relevant hypotheses while Table 3 shows the correlation matrix that issues on the school level do not play an important role in
2028 F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033

Fig. 1. Tested path model.

the initial adoption decision. Teachers that have never tried to use concerning the learning opportunities that games offer, play a
digital games in the classroom have not experienced problems more pronounced role than the general belief that games can help
with computers that do not meet the hardware requirements of teachers in their job performance. This finding is interesting as use-
digital games. Neither have they experienced the technical prob- fulness is typically the most important predictor of behavioral
lems that arise when trying to implement games in the classroom. intention (Davis, 1989). What is more, the relation of ease of use
Thus the initial adoption decision of teachers in the first place re- and experience with usefulness is fully mediated through learning
sides on the individual level. Once this initial adoption decision opportunities. Considering the strong relation between learning
is made, however, issues on the school level could impede further opportunities and usefulness, it seems that the association be-
uptake of digital games. This stresses the need to take experience tween ease of use and experience on the one hand and learning
into account. Future research could therefore look into the inter- opportunities on the other takes up most of the shared variance.
play between experience and school level determinants to see if This causes the relation with usefulness to be non-significant.
and when school level factors start to matter. While it is argued that learning opportunities and usefulness are
Another explanation for the absence of a school level effect conceptually different and that discriminant validity and the corre-
could be the cultural context in which this research has been per- lation analysis confirm this, the relation between those concepts
formed. The school system in Flanders provides considerable deserves further scrutiny. Based on the results of this study it
autonomy to teachers in their choice of what technologies to use. seems that learning opportunities could serve as a replacement
Other school contexts can be more restrictive. This could result for usefulness since it takes into account the variance of ease of
in differences on a school level as this would considerably interfere use and experience while also explaining more variance in behav-
with the individual choice of a teacher. The same holds true for ioral intention.
school systems in which the absolute minimum requirements for When considering all relations with behavioral intention, we
using digital games are not met. Although there was sufficient var- see that learning opportunities, curriculum-relatedness and expe-
iation in the structural characteristics such as infrastructure and rience play a significant role. For curriculum-relatedness this effect
support, all schools had several computers and at least one teacher is for the most part mediated through learning opportunities. This
that was responsible for technical support. It goes without saying means that when teachers believe that digital games can be fitted
that it would become very hard for teachers to use digital games into the curriculum, they will also be regarded as tools for learning,
in a classroom if a school has almost no computers or nobody with which in turn will lead to a higher adoption intention. Hence,
the required know-how to install and use digital games. learning opportunities serve as a go-between for curriculum-relat-
On account of the teacher level, it is interesting to see that the edness. This finding is in line with previous research in which
strongest direct effect on behavioral intention comes from learning curriculum-relatedness and learning opportunities were both
opportunities and not from usefulness. This suggests that beliefs considered as facilitating factors. Moreover, this study points out
F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033 2029

Fig. 2. Model with standardized regression coefficients.

that both concepts are closely related. While the association of cur- experiences and how they relate to relevant adoption determi-
riculum-relatedness with the adoption intention is mainly indirect, nants.
there is also a direct one. It suggests that if ease of use, learning The relation of ease of use with behavioral intention is fully
opportunities and usefulness are held constant, there is still shared mediated by learning opportunities. This is remarkable since previ-
variance with behavioral intention. So if digital games fit the ous research has shown that this effect can be overemphasized in
curriculum, on average, teachers will be inclined to use them the initial stages of adoption. Ease of use relates to the skills that
regardless of the fact that they provide learning opportunities or are needed to use digital games in a classroom. Available literature
opportunities for better job performance. has identified lack of skill as an important barrier to adoption
The relation of experience with behavioral intention is not only (Ketelhut & Schifter, 2011; Sandford et al., 2006; Wastiau & Kear-
direct, but also mediated by curriculum-relatedness and learning ney, 2009). It is, however, logical that there is no direct effect on
opportunities. The finding that experience negatively relates to behavioral intention. Just knowing how to use digital games in a
learning opportunities is remarkable, especially since they are classroom might be a necessary but not a sufficient condition to
positively correlated (see Table 3). This can be explained when use them. It is only when digital games are considered to be useful
considering that the valence of beliefs resulting from hands-on in terms of learning opportunities that teachers will be inclined to
experience can vary from negative to positive. The shared variance use digital games in the classroom. Thus, while skills play an
of experience with ease of use and curriculum-relatedness results important role in the adoption of digital games, this study suggests
in positive associations while the remaining variance in experi- that they are to be considered as an antecedent of learning oppor-
ence is negatively associated with learning opportunities. In other tunities. Once teachers know how to implement digital games in
words, if curriculum-relatedness and ease of use are controlled for the classroom, they will be able to judge the learning opportunities
and thus held constant, teachers having experience with games in offered by games which will in turn positively influence the adop-
the classroom will, on average, consider digital games to have tion decision. Considering the strong relation of ease of use with
fewer learning opportunities than teachers with less experience. experience, this again points to the importance of the role played
This shows the ambivalence of the experience construct. While by experience in the adoption process.
experience changes initial beliefs on the use of technology, these As for experience and curriculum-relatedness, it shows that
changes are not necessarily positive. Hence, the beliefs concerning teachers with more experience will on average consider digital
ease of use and curriculum-relatedness relate to positive changes games as more suited to fit the curriculum than teachers with
in experience, whereas negative views due to experience suggest less experience. In turn, curriculum-relatedness will influence
a decrease in perceived learning opportunities. The complex role the adoption intention of teachers directly as well as indirectly
played by experience deserves further research. It would be through learning opportunities. In this respect it is interesting
interesting to see what factors contribute to positive and negative to note that experience also relates to curriculum-relatedness
2030 F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033

and thus also influences behavioral intention through this path. 6. Conclusion
These findings confirm existing research and again underline
the importance of experience. Since experience is mediated by Previous studies have identified a range of adoption determi-
important antecedents of behavioral intention, the adoption nants of digital games in the classroom. This study explored and
decision could be influenced by providing teachers with hands- explained the relation between those determinants. It does so
on experience with games. This will in turn influence curricu- based on a representative sample while building on a robust and
lum-relatedness and learning opportunities. This is in line with accepted conceptual framework. Furthermore, this study takes tea-
the study performed by Becker in which it is argued that the cher- as well as school-level determinants into account and how
success of digital games starts with the training of teachers they relate to each other. At this stage in the adoption process,
(2007). our data suggest that factors on a school level do not influence
The relation of curriculum-relatedness with behavioral inten- the individual adoption decision of a teacher. As digital games find
tion is mediated by learning opportunities and usefulness. This their way into the classroom, future research could evaluate if and
suggests that when digital games are perceived as fitting the cur- how this relation changes over time.
riculum that they will also be perceived as useful tools offering On a teacher level, experience and curriculum-relatedness play
learning opportunities and job performance which in turn posi- a crucial role in the successful integration of digital games in for-
tively influences the adoption intention. This can be useful when mal education. It goes without saying that both aspects are inter-
evaluating which kinds of games to use for education and how to twined. Making teachers and pre-service teachers familiar with
use them. In academia, a debate exists as to what games to use in using digital games in an educational context can only be success-
the classroom: existing commercial games or special-purpose ful when adequate content is available. Yet, familiarizing teachers
educational ones (Van Eck, 2006). The former often boast signifi- and pre-service teachers with digital games will also allow point-
cantly larger budgets permitting to invest more in the quality of ing out existing games with relevant content and how to use them.
the experience whereas the latter are more directly aimed at Policy makers aiming to facilitate the adoption of digital games in
learning and compatibility with the curriculum. While some education should therefore be aware that training is only useful
authors have proclaimed digital games to be the lever making a when adequate and hence curriculum-related content is available.
more constructivist approach towards education possible, one Experience is not only expected to play a crucial role as antecedent
can wonder to what extent such digital games will be adopted of the key predictors in the model. It seems that it is also an impor-
in the classroom. In light of these findings, it might be tempting tant factor in the adoption process that connects individual deter-
to advocate the implementation of digital games in a learning minants with determinants on the school level. Therefore, once
context by promoting games that fit the boundaries of contempo- teachers and pre-service teachers have become familiar with the
rary education rather than the other way around. From a teacher’s use of digital games in the classroom, a follow-up study could
perspective, using commercial off-the-shelf games designed with- investigate if and how school level determinants start to play a
out specific curriculum-related learning outcomes might not be role.
the best way to integrate digital games in the classroom. How- On a conceptual level, adding antecedents to the original TAM
ever, when considering the joint importance of experience and structure results in a considerable amount of variance explained
curriculum-relatedness such an assumption is not as straightfor- in behavioral intention, usefulness and ease of use. It therefore im-
ward as it seems. Findings from this study point towards the proves the explanatory power of the original TAM and identifies
ambivalent nature of experience. Experience is not necessarily po- important antecedents of usefulness and ease of use with regard
sitive. In fact, much depends on the game that is being used and to the adoption of digital games in a formal educational context.
how it is received by students. If students react negatively, the This study thereby answers the call of the field to look for anteced-
experience of the teacher could very well be negative, regardless ents of ease of use and usefulness to enhance the explanatory
of the learning content that is present in a game. This points to- power of the TAM (Legris et al., 2003). Our results, however, sug-
wards the tension between experience and curriculum-related- gest a step that might go further than just adding antecedents to
ness. Digital games that closely follow the curriculum are the core TAM model. When looking at the role played by learning
sometimes referred to as edutainment and have been called opportunities in the model and comparing this with the role of
‘‘chocolate-covered broccoli’’ (Bruckman, 1999). Focusing on usefulness, it seems that learning opportunities could serve as a
learning content typically downplays the ability of digital games replacement for usefulness rather than as an antecedent. The
to provide an engaging and enjoyable playing experience (Egen- explanation might be that the concept of learning opportunities
feldt-Nielsen, 2005). The challenge in successfully implementing is more focused on the core job of teachers, namely the transfer
digital games in education hence lies in reconciling two appar- of learning content, than that of usefulness. It is beyond the scope
ently contrasting requirements. Digital games should fit the cur- of this study to further explore this issue but future studies might
riculum while they should at the same time provide teachers consider an adapted model when studying the adoption of digital
with positive experiences when implementing such games into games in the classroom.
the classroom. Using edutainment might fulfill the need for cur-
riculum-relatedness and will be less demanding in terms of hard-
ware. While this could initially provide a positive experience, the 7. Limitations
question remains as to what extent students will appreciate these
kinds of games. Conversely, commercial games could be more This study is cross-sectional in design. To better understand the
appealing to students, thus providing positive feedback to the tea- process of game adoption and the impact of different determinants
cher. However, they will be harder to fit into the curriculum and over time, a longitudinal approach is essential (Lee, Kozar, & Lar-
are more demanding in terms of hardware. This might in turn re- sen, 2003). Although representative, the population is limited to
sult in a negative experience. Considering the strong link of expe- Flemish schools and teachers offering secondary education. More-
rience with curriculum-relatedness, future research should take over, we had no control over possible self-selection effects for
the content of games into account when studying the role of teachers and schools. Another issue concerns the current state of
experience. the adoption of digital games in an educational environment. As
F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033 2031

the use of digital games in education is still in its early stages, a Acknowledgements
majority of teachers has yet to develop beliefs and attitudes to-
wards this medium. This again calls for a longitudinal approach. Fi- This study was sponsored by the Flemish government, the King
nally, it should be noted that behavioral intention is not the same Baudouin Foundation and the Interdisciplinary Institute for Broad-
as actual use (Venkatesh et al., 2003). Future research could look band Technology. It was also supported by the Research Founda-
into actual use and how it relates to behavioral intention. tion Flanders.

Appendix A

Table 1 Usefulness Digital games enhance the quality of my job


Convergent validity. Digital games in my job increases my
N Variance extracted Coefficient a productivity
Digital games enhances my effectiveness in
U 5 .63 .86
EOU 2 .61 .74
my job
LO 5 .57 .89 I find digital games to be useful in my job
EXP 2 .88 .93 Using digital games makes teaching easy
CURR 2 .53 .69
BI 2 .84 .92 Ease of use I know how to use digital games in
classroom setting
Note: EOU = ease of use; U = usefulness; LO = learning opportunities; BI = behavioral
intention; EXP = experience; CURR = curriculum-relatedness. I have the necessary skills to use digital
games in a classroom setting

Experience I have used digital games before in the


classroom
Table 2 I have experience with the use of digital
Discriminant validity.
games in the classroom
VE construct A VE construct B Squared correlations
Learning Digital games offer opportunities to
BI  U .84 .63 .40 opportunities experiment with knowledge
BI  EOU .84 .61 .36
BI  LO .84 .57 .40
Digital games offer opportunities to take
BI  EXP .84 .88 .27 control over the learning process
BI  CURR .84 .53 .25 Digital games offer opportunities to
U  EOU .63 .61 .26 experience things you learn about
U  LO .63 .57 .53
Digital games offer opportunities to
U  EXP .63 .88 .11
U  CURR .63 .53 .22 stimulate transfer between various subjects
EOU  LO .61 .57 .21 Digital games offer opportunities to think
EOU  EXP .61 .88 .46 critically
EOU  CURR .61 .53 .17 Digital games offer opportunities to
LO  EXP .57 .88 .07
LO  CURR .57 .53 .21
motivate students
EXP  CURR .88 .53 .11
Curriculum- Digital games fit the curriculum
relatedness
It is clear how digital games can be used to
fit the curriculum
Table 3 Behavioral I’m planning to use digital games in the
Correlation matrix for teacher level variables.
intention classroom
EXP BI U EOU LO In the future, I intend to use digital games in
BI .51 the classroom
U .33 .61
EOU .65 .49 .38
LO .26 .57 .72 .36
CURR .33 .46 .46 .33 .43

Note: all correlations are significant at the 0.001 level. Appendix B

Tables 1–5.

Table 4
Standardized direct and indirect effects.

EXP CURR EOU LO U


Indirect Direct Indirect Direct Indirect Direct Indirect Direct Indirect Direct
CURR 0 .40 0 0 0 0 0 0 0 0
EOU .06 .75 0 .16 0 0 0 0 0 0
LO .50 .20 .06 .50 0 .36 0 0 0 0
U .26 (.09) .39 .17 .25 (.00) 0 .69 0 0
BI .22 .21 .29 .17 .17 (.13) .14 .31 0 .21

Note: numbers between parentheses are not significant.


2032 F. De Grove et al. / Computers in Human Behavior 28 (2012) 2023–2033

Table 5
Hypotheses results.

Hypothesis Results
H1a Usefulness will be positively associated with behavioral intention Confirmed
H1b Ease of use will be positively associated with behavioral intention Not confirmed
H1c Ease of use will be positively associated with usefulness Not confirmed
H2a Learning opportunities will be positively associated with behavioral intention Confirmed
H2b Learning opportunities will be positively associated with usefulness Confirmed
H2c Ease of use will be positively associated with learning opportunities Confirmed
H3a Experience with using games in the classroom will be positively associated with behavioral intention Confirmed
H3b Experience with using games in the classroom will be positively associated with usefulness Confirmed
H3c Experience with using games in the classroom will be positively associated with learning opportunities Not confirmed
H3d Experience with using games in the classroom will be positively associated with ease of use Confirmed
H4a Curriculum-relatedness will be positively associated with behavioral intention Confirmed
H4b Curriculum-relatedness will be positively associated with usefulness Confirmed
H4c Curriculum-relatedness will be positively associated with learning opportunities Confirmed
H4d Curriculum-relatedness will be positively associated with ease of use Confirmed
H4e Experience will be positively associated with curriculum-relatedness Confirmed
H5a ICT infrastructure will be positively associated with behavioral intention Not confirmed
H5b Technical support will be positively associated with behavioral intention Not confirmed
H5c Perceived ease of implementation will be positively associated with behavioral intention Not confirmed
H5d Perceived usefulness will be positively associated with behavioral intention Not confirmed
H5e Learning opportunities will be positively associated with behavioral intention Not confirmed
H5f Cost will be positively associated with behavioral intention Not confirmed

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