Analysis of the pedagogical factors influencing the use and effectiveness of a game-based learning app from teachers’ perspectives
Abstract
This study sought to identify key determinants influencing teachers' satisfaction with the use of a game-based learning application in pre-university education. To achieve this objective, a comprehensive research methodology was employed, integrating components from three theoretical frameworks: the Information Systems Success Model (ISSM), the Technology Acceptance Model (TAM), and the Unified Theory of Acceptance and Use of Technology (UTAUT). The analysis utilized a triangulated approach, leveraging structural equation modeling through SmartPLS 2.0.M3. Empirical data were gathered from a sample of 212 Spanish educators. Results showed that participants were well disposed towards the app and positive about the use of a game-based learning app when its design was clearly curriculum oriented and delivered on the essential curricular elements of content, competences, and education in values. As a predictor of efficacy, participants also appreciated the connection between the challenges students overcame to use the app and the assessment criteria established in the curriculum. Finally, the results for factor invariance were met for the variable of gender but not for age in teachers aged over 45.