Tag Archives: digital game based learning

The winning formula for edutainment games: Storytelling, design and user engagement

By Mark Anthony Camilleri | 3rd June 2026

Educational technology has evolved far beyond digital textbooks and online quizzes. Today’s learners are increasingly engaging with edutainment mobile applications that combine learning with leisure activities through storytelling, game mechanics and immersive audiovisual experiences. These technologies are transforming how people learn both inside and outside of the classroom, from language-learning apps to quiz-based platforms and via interactive games.

A recent study published in Technology, Knowledge and Learning provides important new insights into what makes learners embrace and continue using educational and entertaining gaming applications. The research introduces a robust new framework, the Experiential Design-Engagement Model that explains how game design and psychological factors work together to influence user engagement with edutainment apps.

Moving beyond traditional technology adoption models

For many years, researchers have relied on models such as the Theory of Planned Behaviour (TPB) and the Technology Acceptance Model (TAM) to understand why people adopt digital technologies. These frameworks typically focus on factors such as attitudes, social influences, perceived usefulness and ease of use.

While these theories have usually proven to be valuable in some contexts, they do not fully capture the unique characteristics of educational games. Unlike many traditional educational technologies, edutainment applications blend learning and entertainment. Their users are influenced by practical considerations and by the enjoyment and quality of the experience itself.

To address this knowledge gap in the extant academic literature, the researchers of this study have developed the Experiential Design-Engagement Model, a framework that combines established behavioural factors with two important dimensions of game design, namely, game narratives and game aesthetics.

Game narratives refer to the stories, characters, themes and progression that create meaningful and engaging experiences for players. Game aesthetics, on the other hand, encompass the visual design, graphics, animations, sound effects and other sensory elements that enhance the overall gaming experience. Together, these factors provide a more comprehensive understanding of what drives users to adopt and what triggers them to continue engaging with edutainment games.

The result is a more comprehensive explanation of why learners choose to engage with certain educational gaming applications.

What did the study investigate?

Drawing on responses from 186 university students with experience in edutainment applications, this research explored the factors that are influencing the players’ ongoing engagement with educational games. Specifically, it examined the roles of game narratives, aesthetics, attitudes, social influences and perceived behavioural control. The results highlight the importance of experiential designs. They show that well-crafted gaming experiences can significantly enhance the learners’ willingness to keep using edutainment applications.

They report that the learners’ attitudes towards edutainment apps are the strongest predictor of their intention to continue using them. In simple terms, students who find these games to be enjoyable, tend to develop an emotional connection with them. As a result, they are more likely to return to these games and to engage with them on a regular basis.

This finding suggests that sustained engagement is not solely driven by functionality and/or by convenience. Rather, positive feelings such as enjoyment, excitement, satisfaction and emotional connection play a decisive role in determining whether learners return to an educational app or not.

For educators and developers, this means that creating positive learning experiences should be a central objective. Interestingly, design matters more than they realise. One of the most significant contributions of the study is that it confirmed that game design features have a powerful influence on user attitudes.

This research found that game aesthetics exerted one of the strongest effects on learner attitudes. Participants clearly appreciated high-quality audiovisual experiences, immersive graphics, expressive characters and engaging soundscapes.

These design elements do much more than make a game look attractive. They create emotional engagement, increase immersion and enhance the overall learning experience.

Hence, educational technologies should not treat design as an afterthought. Well-crafted aesthetics can significantly influence the  learners’ willingness to engage with educational content.

Game narratives also played a significant role in shaping positive attitudes. Strong stories help learners connect emotionally with educational content. Notwithstanding, educational games can transform abstract concepts into engaging activities, by embedding learning objectives within meaningful adventures, challenges and character-driven experiences.

The study confirms that compelling narratives make educational experiences more enjoyable and memorable. Learners are more likely to remain engaged when they feel that they are part of a meaningful journey rather than by simply completing isolated tasks.

Moreover, this research also examined two established factors drawn from the Theory of Planned Behavior, including, perceived behavioural control (in plain words, this construct measures the ease of use of the app) and subjective norms (this is related to the influence of friends, family, peers, educators, et cetera, on the individuals’ perceptions, beliefs and interpretations of the world around them).

In this case, neither perceived behavioural control nor the subjective norms were having a direct impact on the learners’ intentions to continue using edutainment apps. However, both had important indirect effects, as the ease of use as well as social encouragement first shaped the learners’ attitudes. Afterwards, the latter factor (attitudes) had a significant effect on the students’ intentions to engage with edutainment games.

This finding emphasises that: making a game easy to use or receiving recommendations from other gamers are not enough on their own. The students must also develop positive emotional responses toward their gameplay experience. In other words, technical usability and social endorsement are valuable, but they only become effective when they can contribute to create favourable attitudes towards the game.

Why the Experiential Design-Engagement Model matters?

One of the strongest aspects of this research is the robustness of the proposed Experiential Design-Engagement Model. The model explained: 64.5% of the variance in learner attitudes as well as 43.2% of the variance in behavioural intentions. These results are substantial explanatory levels for behavioural research. They clearly demonstrate the model’s strong predictive power.

Arguably, Experiential Design-Engagement Model provides a practical bridge between educational technology research and game design theory. Rather than viewing educational games as learning tools, this model recognises them as experiential products. This research indicates that students are emotionally engaged with edutainment apps. They appreciate their gaming design elements, in terms of their aesthetics, narratives and storytelling, among other factors.

This integrated perspective offers a richer understanding of learner engagement than traditional technology acceptance models alone.

Implications for media and education

The findings carry important implications for educational institutions, developers and policymakers.

For developers, the message is clear. They need to invest in immersive designs, compelling storytelling and high-quality audiovisual experiences, as this research reported that these features directly contribute to learner engagement and continued usage.

For educators, the study suggests that selecting educational apps should involve evaluating both pedagogical value and experiential quality. Even the most educationally sound platform may struggle to sustain engagement if it lacks emotional appeal.

For policymakers, the research proves that successful educational technologies require more than content delivery. Therefore, funding and evaluation frameworks ought to encourage the development of engaging, evidence-based learning experiences that combine educational effectiveness with strong user-centred designs.

A new direction for educational gaming research

The study’s most important contribution is its recognition that learner engagement emerges from the interaction between behavioural psychology and experiential design.

This contribution’s Experiential Design-Engagement Model offers a powerful new framework for understanding why individuals (including students) adopt and continue using educational games. This framework provides valuable guidance for the next generation of edutainment applications by raising awareness of gaming narratives, aesthetics, the players’ attitudes and their emotional engagement.

As educational technologies continue to evolve, this research delivers a clear message: The most effective learning games do more than simply impart knowledge. They captivate learners, spark their curiosity and foster meaningful emotional connections. They  transform learning into an insightful experience that is not only educational, but also engaging, enjoyable and memorable.

Ultimately, the true measure of success lies in creating learning experiences that learners willingly return to, not because they have to, but because they want to.

The full, open access paper is available here: https://link.springer.com/article/10.1007/s10758-026-09991-6#


Suggested citation: Camilleri, M.A. & Camilleri, A.C. (2026). User Acceptance of Edutainment Mobile Applications: Advancing an Experiential Design-Engagement Model (EDEM). Technology, Knowledge and Learning, https://doi.org/10.1007/s10758-026-09991-6

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Filed under academia, digital games, Digital Learning Resources, education technology, edutainment

Key Terms in Education Technology Literature

This is an excerpt from one of my latest contributions, entitled: “The Use of Mobile Learning Technologies in Primary Education”.

edtech(The Image has been adapted from Buzzle.com)

 

  • The ‘Constructivist-Based learning’ is a learning theory claiming that individuals construct their knowledge and understandings through experiencing things.
  • The ‘Digital Learning Resources’ include digitally formatted, educational materials like; graphics, images or photos, audio and video, simulations and animation technologies, that are used to support students to achieve their learning outcomes.
  • The ‘Digital Games-Based Learning’ (DGBL) involves the use of educational video games that can be accessed through computer-based applications. DGBL are usually aimed to improve the students’ learning outcomes by balancing educational content and gameplay.
  • The ‘Discovery-Based Learning’ is a constructivist-based approach to education as students seek to learn through continuous inquiry and experience.
  • The ‘Learning Outcomes’ are assessment tools that measure the students’ achievement at the end of a course or program.
  • ‘Mobile Learning’ (M-Learning) is a term that describes how individuals learn through mobile, portable devices, including smart phones, laptops and/or tablets.
  • The ‘Serious Games’ refer to games that are used in industries like; education, health care, engineering, urban planning, politics and defence, among other areas. Such games are usually designed for training purpose other than pure entertainment.
  • The ‘Ubiquitous Technology’ involves the use of wireless sensor networks that disseminate information in real time, from virtually everywhere.

 

ADDITIONAL READING

  1. Bakker, M., van den Heuvel-Panhuizen, M., & Robitzsch, A. (2015). Effects of playing mathematics computer games on primary school students’ multiplicative reasoning ability. Contemporary Educational Psychology40, 55-71.
  2. Blatchford, P., Baines, E., & Pellegrini, A. (2003). The social context of school playground games: Sex and ethnic differences, and changes over time after entry to junior school. British Journal of Developmental Psychology21(4), 481-505.
  3. Bottino, R. M., Ferlino, L., Ott, M., & Tavella, M. (2007). Developing strategic and reasoning abilities with computer games at primary school level. Computers & Education49(4), 1272-1286.
  4. Camilleri, M.A. & Camilleri, A. (2017). The Students’ Perceptions of Digital Game-Based Learning. In Pivec, M. & Grundler, J. (Ed.)11th European Conference on Games Based Learning (October). Proceedings, pp. 52-62, H JOANNEUM University of Applied Science, Graz, Austria, pp 56-62. http://toc.proceedings.com/36738webtoc.pdf https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3087801
  5. Camilleri, A.C. & Camilleri, M.A. (2019). The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019). International Economics Development and Research Center (IEDRC). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339158
  6. Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339163
  7. Camilleri, M.A. & Camilleri, A.C. (2019). Student-Centred Learning through Serious Games. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (March 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339166
  8. De Aguilera, M., & Mendiz, A. (2003). Video games and education:(Education in the Face of a “Parallel School”). Computers in Entertainment (CIE)1(1), 1-14.
  9. Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education102, 202-223.
  10. Hromek, R., & Roffey, S. (2009). Promoting Social and Emotional Learning With Games: “It’s Fun and We Learn Things”. Simulation & Gaming40(5), 626-644.
  11. Lim, C. P. (2008). Global citizenship education, school curriculum and games: Learning Mathematics, English and Science as a global citizen. Computers & Education51(3), 1073-1093.
  12. McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. TEEM (Teachers evaluating educational multimedia), Teem, Cambridge, UK. pp.1-26. http://consilr.info.uaic.ro/uploads_lt4el/resources/pdfengReport%20on%20the%20educational%20use%20of%20games.pdf
  13. Miller, D. J., & Robertson, D. P. (2010). Using a games console in the primary classroom: Effects of ‘Brain Training’programme on computation and self‐British Journal of Educational Technology41(2), 242-255.
  14. Pellegrini, A. D., Blatchford, P., Kato, K., & Baines, E. (2004). A short‐term longitudinal study of children’s playground games in primary school: Implications for adjustment to school and social adjustment in the USA and the UK. Social Development13(1), 107-123.
  15. Tüzün, H., Yılmaz-Soylu, M., Karakuş, T., İnal, Y., & Kızılkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers & Education52(1), 68-77.

 

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Filed under digital games, Digital Learning Resources, digital media, education technology, Higher Education, Mobile, mobile learning, online

The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games

An Excerpt from one of my latest papers, entitled; “The Students’ Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games”.

How to Cite: Camilleri, A.C. & Camilleri, M.A. (2019). The Students Intrinsic and Extrinsic Motivations to Engage with Digital Learning Games. In Shun-Wing N.G., Fun, T.S. & Shi, Y. (Eds.) 5th International Conference on Education and Training Technologies (ICETT 2019). Seoul, South Korea (May, 2019).


This contribution has explored the primary school’s grade three  students’ intrinsic and extrinsic motivations toward the use of educational games. It relied on the technology acceptance model to investigate the students’ perceived usefulness and ease of use of the  schools’ games ([7], [8], [15]). Moreover, the researchers have also  included the measuring items that explored the students’ perceived  enjoyment ([12], [13], [20]) as they investigated whether they  experienced normative pressures to play the educational games ([14], [22], [23]). The findings from the Wilcoxon test reported that the students played the school games at home, more than they did at school. They indicated that the school’s games were easy to play.

This study reported that the students recognized that the school’s games were useful and relevant as they were learning from them. Moreover, they indicated that the school’s educational games held their attention since they found them enjoyable and fun. The vast majority of the children played the educational games, both at home and at school. The findings in this study are consistent with the argument that digital natives are increasingly immersing
themselves in digital technologies ([2]), including educational games ([1], [4], [10], [11], [28]). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them.

Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational games; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school.

This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is common tendency  in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given. In this case, the survey items in this study were designed and adapted for the primary school children who were in grade 3, in a
small European state. Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of  this research in a similar context.

ACKNOWLEDGEMENTS
We thank the department of education, the school’s principal and her members of staff who have provided their invaluable support during the data gathering process.

REFERENCES
[1] Ge, X., and Ifenthaler, D. 2018. Designing engaging
educational games and assessing engagement in game-based
learning” In Gamification in Education: Breakthroughs in
Research and Practice, IGI Global, Hershey, USA, 1-19,

[2] Bourgonjon, J., Valcke, M., Soetaert, R., and Schellens, T.
2010, Students’ perceptions about the use of educational
games in the classroom. Comp. & Educ. 54, 4, 1145-1156.

[3] Hwang, G.J., and Wu, P.H. 2012. Advancements and trends
in digital game‐based learning research: a review of
publications in selected journals from 2001 to 2010. Brit. J.
of Educ. Tech. 43, 1, E6-E10.

[4] Carvalho, M.B., Bellotti, F., Berta, R., De Gloria, A.,
Sedano, C.I., Hauge, H.B., Hu, J., and Rauterberg, M. 2015.
An activity theory-based model for serious games analysis
and conceptual design. Comp. & Educ. 87, 166-181.

[5] Connolly, T.M., Boyle, E.A., MacArthur, E. Hainey, T., and
Boyle, J.M. 2012. A systematic literature review of empirical
evidence on computer games and serious games. Comp. &
Educ. 59, 2, 661-686.

[6] Burguillo, J.C. 2010. Using game theory and competitionbased
learning to stimulate student motivation and
performance. Comp. & Educ. 55, 2, 566-575.

[7] Dickey, M.D. 2011. Murder on Grimm Isle: The impact of
game narrative design in an educational game‐based learning
environment. Brit. J. of Educ. Tech, 42, 3, 456-469.

[8] Huang, W.H., Huang, W.Y., and Tschopp, J. 2010.
Sustaining iterative game playing processes in DGBL: The
relationship between motivational processing and outcome
processing. Comp. & Educ. 55, 2, 789-97.

[9] Harris, J. Mishra, P., and Koehler, M. 2009. Teachers’
technological pedagogical content knowledge and learning
activity types: Curriculum-based technology integration
reframed. J. of Res. on Tech. in Educ. 41, 4, 393-416.

[10] Wouters, P., Van Nimwegen, C., Van Oostendorp, H., and
Van Der Spek, E.D. 2013. A meta-analysis of the cognitive
and motivational effects of serious games. J. of Educ. Psych.
105, 2, 249-266.

[11] Camilleri, M.A., and Camilleri, A. 2017. The Students’
Perceptions of Digital Game-Based Learning, In Pivec, M.
and Grundler, J. 11th European Conference on Games Based
Learning Proceedings (London, UK, October 04-05, 2017),
University of Applied Sciences, Graz, Austria, 56-62.

[12] Davis, F.D. 1989. Perceived usefulness, perceived ease of
use, and user acceptance of information technology. MIS
Quart. 319-340.

[13] Davis, F.D., Bagozzi, R.P., and Warshaw, P.R. 1989. User
acceptance of computer technology: a comparison of two
theoretical models. Mgt. Science, 35, 8, 982-1003.

[14] Ajzen, I. 1991. The theory of planned behavior. Org. Behav.
and Human Dec. Proc. 50, 2, 179-211.

[15] Lee, M. K., Cheung, C. M., and Chen, Z. 2005. Acceptance
of Internet-based learning medium: the role of extrinsic and
intrinsic motivation. Inf. & Mgt. 42, 8, 1095-1104.

[16] Chen, K. C. and Jang, S. J. 2010. Motivation in online
learning: Testing a model of self-determination theory.
Comp. in Human Behav. 26, 4, 741-752.

[17] Dunne, Á., Lawlor, M. A., and Rowley, J. 2010. Young
people’s use of online social networking sites–a uses and
gratifications perspective. Journal of Res. in Int. Mktg. 4, 1,
46-58.

[18] Li, H., Liu, Y., Xu, X., Heikkilä, J., and Van Der Heijden, H.
2015. Modeling hedonic is continuance through the uses and
gratifications theory: An empirical study in online games.
Comp. in Human Behav. 48, 261-272.

[19] Teo, T., Beng Lee, C., Sing Chai, C., and Wong, S.L. 2009.
Assessing the intention to use technology among pre-service
teachers in Singapore and Malaysia: A multigroup invariance
analysis of the Technology Acceptance Model (TAM).
Comp. & Educ. 53, 3, 1000-1009.

[20] Camilleri, M.A., and Camilleri, A.C. 2017. Digital learning
resources and ubiquitous technologies in education, Tech.,
Knowl. and Learng. 22, 1, 65-82.

[21] Park, S.Y. 2009. An analysis of the technology acceptance
model in understanding university students’ behavioral
intention to use e-learning, Educ. Tech. & Soc. 12, 3, 150-
162.

[22] Venkatesh, V., Morris, M.G., Davis, G.B. and Davis, F.D.
2003. User acceptance of information technology: Toward a
unified view. MIS Quart. 425-478.

[23] Venkatesh, V., Thong, Y.T.L., and Xu, X. 2012.Consumer
acceptance and use of information technology: extending the
unified theory of acceptance and use of technology. MIS
Quart. 157-178.

[24] Ryan, R. M., and Deci, E. L. 2000. Intrinsic and extrinsic
motivations: Classic definitions and new directions.
Contemp. Educ. Psych. 25, 1, 54-67.

[25] Cheon, J., Lee, S., Crooks, S. M. and Song, J. 2012. An
investigation of mobile learning readiness in higher
education based on the theory of planned behavior. Comp. &
Educ. 59, 3, 1054-1064.

[26] Chang, C.T., Hajiyev, J., and Su, C.R. 2017. Examining the
students’ behavioral intention to use e-learning in
Azerbaijan? The general extended technology acceptance
model for e-learning approach. Comp. & Educ. 111, 128-
143.

[27] Park, S. Y., Nam, M. W., and Cha, S. B. 2012. University
students’ behavioral intention to use mobile learning:
Evaluating the technology acceptance model. Brit. Journal of
Educ. Tech. 43, 4, 592-605.

[28] Camilleri, M.A. and Camilleri, A.C. 2017. The Technology
Acceptance of Mobile Applications in Education. In
Sánchez, I.A. and Isaias, P. (Eds) 13th
International Conference on Mobile Learning (London, UK,
10-11 April 2018). International Association for
Development of the Information Society Budapest, Hungary,
41-48.

Presentation is available at: https://www.slideshare.net/markanthonycamilleri/the-students-intrinsic-and-extrinsic-motivations-148006875

 

 

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Filed under digital games, Digital Learning Resources, digital media, Education, internet technologies, internet technologies and society

The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games

This is an excerpt from one of my latest empirical papers.

How to Cite: Camilleri, A.C. & Camilleri, M.A. (2019). The Students’ Perceived Use, Ease of Use and Enjoyment of Educational Games at Home and at School. 13th Annual International Technology, Education and Development Conference. Valencia, Spain (10-13 March, 2019). International Academy of Technology, Education and Development (IATED). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3339163


gamesThis contribution has explored the primary school’s grade three students’ attitudes toward educational games. It relied on the technology acceptance model to investigate the students’ perceived usefulness and ease of use of the schools’ games ([10], [12], [44]). Moreover, the researchers have also included the measuring items that explored the students’ perceived enjoyment ([19]) as they investigated whether they experienced normative pressures to play the educational games ([10], [14], [20]). The findings from the Wilcoxon test reported that the students played the school games at home, more than they did at school. They indicated that the school’s games were easy to play. This study reported that the students recognized that the school’s games were useful and relevant as they were learning from them. Moreover, they indicated that the school’s educational games held their attention since they found them enjoyable and fun.

The vast majority of the children played the educational games, both at home and at school. The findings in this study are consistent with the argument that digital natives are increasingly immersing themselves in digital technologies ([45]), including educational games ([1], [3]). However, the results have shown that there was no significant relationship between the perceived ease of the gameplay and the children’s enjoyment in them. Furthermore, the stepwise regression analysis revealed that there was no significant relationship between the normative expectations and the children’s engagement with the educational games; although it was evident (from the descriptive statistics) that the parents were encouraging their children to play the games at home and at school.

This research relied on previously tried and tested measures that were drawn from the educational technology literature in order to explore the hypothesized relationships. There is common tendency in academic literature to treat the validity and reliability of quantitative measures from highly cited empirical papers as given. In this case, the survey items in this study were designed and adapted for the primary school children who were in grade 3, in a small European state. Future studies may use different sampling frames, research designs and methodologies to explore this topic. To the best of our knowledge, there is no other empirical study that has validated the technology acceptance model within a primary school setting. Further work is needed to replicate the findings of this research in a similar context.

REFERENCES (this is a full list of references that appeared in the bibliography section of the paper)

 
[1] J. Bourgonjon, M. Valcke, R. Soetaert, and T. Schellens, “Students’ perceptions about the use of educational games in the classroom,” Computers & Education, vol. 54, no. 4, pp. 1145-1156, 2010.

[2] S. Bennett, K. Maton, and L. Kervin, “The ‘digital natives’ debate: A critical review of the evidence,” British Journal of Educational Technology, vol. 39, no. 5, pp. 775-786, 2008.

[3] M. Prensky, “Digital natives, digital immigrants part 1,” On the horizon, vol. 9, no. 5, pp. 1-6, 2001.

[4] W. Nadeem, D. Andreini, J. Salo, and T. Laukkanen, “Engaging consumers online through websites and social media: A gender study of Italian Generation Y clothing consumers.” International Journal of Information Management, vol. 35, no. 4, pp. 432- 442, 2015.

[5] H.J. So, H. Choi, W.Y. Lim, and Y. Xiong, “Little experience with ICT: Are they really the Net Generation student-teachers?”, Computers & Education, vol. 59, no. 4, pp. 1234- 1245, 2012.

[6] J.M. Twenge, “The evidence for generation me and against generation we.” Emerging Adulthood 1, no. 1, pp. 11-16, 2013.

[7] D. Oblinger, and J. Oblinger, “Is it age or IT: First steps toward understanding the net generation,” Educating the Net Generation, 2(1-2), 20, 2015.

[8] N. Howe, and W. Strauss, “Millennials go to college: Strategies for a new generation on campus,” American Association of Collegiate Registrars and Admissions Officers (AACRAO), 2003.

[9] K. Gregor, T. Judd, B. Dalgarno, and J. Waycott, “Beyond natives and immigrants: exploring types of net generation students,” Journal of Computer Assisted Learning, vol. 26, no. 5, pp.332-343, 2010.

[10] T. Teo, “Modelling technology acceptance in education: A study of pre-service teachers,” Computers & Education 52, no. 2 (2009): 302-312, 2009.

[11] M. Fishbein, and I. Ajzen, “Belief, attitude, intention and behavior: An introduction to theory and research,” 1975.

[12] F.D. Davis, “Perceived usefulness, perceived ease of use, and user acceptance of information technology,” MIS Quarterly, pp. 319-340, 1989.

[13] F.D. Davis, R.P. Bagozzi, and P.R. Warshaw, “User acceptance of computer technology: a comparison of two theoretical models,” Management Science, vol. 35, no. 8, pp. 982- 1003, 1989.

[14] I. Ajzen, “The theory of planned behavior,” Organizational Behavior and Human Decision Processes, vol. 50, no. 2, pp. 179-211, 1991.

[15] V. Venkatesh, M.G. Morris, G.B. Davis, and F.D. Davis, “User acceptance of information technology: Toward a unified view,” MIS Quarterly, pp. 425-478, 2003.

[16] V. Venkatesh, J.Y.L. Thong, and X. Xu, “Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology,” MIS Quarterly, pp. 157-178, 2012.

[17] S.Y. Park. “An analysis of the technology acceptance model in understanding university students’ behavioral intention to use e-learning,” Educational Technology & Society, vol. 12, no. 3, pp. 150-162, 2009.

[18] P. Legris, J. Ingham, and P. Collerette, “Why do people use information technology? A critical review of the technology acceptance model,” Information & Management, vol. 40, no. 3, pp. 191-204, 2003.

[19] H. Nysveen, P.E. Pedersen, and H. Thorbjørnsen, “Intentions to use mobile services: Antecedents and cross-service comparisons,” Journal of the Academy of Marketing Science, vol. 33, no. 3, pp. 330-346, 2005.

[20] L.M. Maruping, B. Hillol, V. Venkatesh, and S.A. Brown, “Going beyond intention Integrating behavioral expectation into the unified theory of acceptance and use of technology,” Journal of the Association for Information Science and Technology, vol. 68, no. 3, pp. 623-637, 2017.

[21] V. Venkatesh, and M.G. Morris, “Why don’t men ever stop to ask for directions? Gender, social influence, and their role in technology acceptance and usage behavior.” MIS Quarterly, pp. 115-139, 2000.

[22] M.A. Camilleri and A. Camilleri, “The Students’ Perceptions of Digital Game-Based Learning,” In M. Pivec and J. Grundler, 11th European Conference on Games Based Learning (October). Proceedings, University of Applied Sciences, Graz, Austria, pp 56- 62, 2017.

[23] T. Teo, and M. Zhou, “Explaining the intention to use technology among university students: a structural equation modeling approach,” Journal of Computing in Higher Education, vol. 26, no. 2, pp. 124-142, 2014.

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